This post is the 3rd and last in the serie on Mark Grimshaws PhD thesis “The Acoustic Ecology Of The First-Person Shooter”. The subjects of this post are on how players experience the immersion into the acoustic ecology of the 3D world through the sonic experience.
Diegesis and Immersion
When designing games - the aim is to enhance the player and immerse her/him into the game play. Looking at the subject from an aural perspective the focus is the player, as s/he is has several functions when forming the acoustic ecology in game. It is the player that:
- Immerses in the acoustic ecology
- Participates in the acoustic ecology
- Performs to create, sustain and transform the acoustic ecology
Previous work on digital game audio has borrowed the terminologies of diegetic and non-diegetic sounds from film theory and tried to put them in context of digital computer games.
- Diegetic sounds refer to sounds that are closely connected with the narrative of visuals - like for instance - a man stand in front of a door, raises his right hand and bangs on the door. The viewer then hears the sound of a hand knocking on a thick piece of wood imitating the action taking place in the visuals
- Non-diegetic sounds refer to sounds that do not have a direct connection to the narrative in the visuals such as for instance a music score.
- Another theorist, Curtis (1992), prefers the terms ‘isomorphic’ and ‘iconic’ referring to the way musical instruments are used in for instance Disney cartoons.
Looking at music as a non-diegetic sound, Grimshaw suggests that music in FPS games can have a considerable effect on actions experienced by player, as FPS game music exists in between diegetic and non-diegetic sounds. An example of this gray area in between diegetic and non-diegetic sounds is for instance a player who runs through a level and shoots the enemies in such a rhythmic manner that her/his gunshot executions are synchronised with the rhythmic patterns in the music score.
Because of the complexity of a digital game play in terms of player’s interaction with the game world and because of the multiple diegetic sound outcomes - Grimshaw suggests that diegetic sound in digital games should
be defined as the sound that emanates from the game play environment, objects and characters and that is defined by that environment, those objects and characters.
By this he means that it is difficult to define the sounds as being strictly diegetic or non-diegetic as they are all at all times subject to change, as player interacts in the acoustic ecology. In contrast to the above, the non-diegetic sounds can be defined by sound events that occur prior to and following game play, like for instance UI sounds, game and level configuration menus and music score, that gives the player specific cues on points gained, or that s/he is in or outside the game, or that s/he has completed a mission.
According to Grimshaw the problem of using film sound terminology in game audio lies in the major differences between the two media. We can roughly say that in a digital game:
- Sounds can have an impact on the actions of a player
- Sounds are not necessarily heard by all the players at the same time
Grimshaw suggests a solution for creating a distinction between the diegetic sounds heard during game play, by introducing the following categories:
- Ideodiegetic sounds – This terminology refers to diegetic sounds that can only be heard by one player, which includes all sounds that derive from within that particular player’s resonating space – sounds that come from character or other sources in the area. Ideodiegetic sounds are furthermore classified into: exodiegetic sounds which are sounds heard by player that are not triggered by player and kinediegetic sounds which are sounds that are triggered and heard by player
- Telediegetic sounds – This terminology refers to a sound that is heard by and responded to by one player, where the actions of that response has a consequence for another player later on.
All diegetic sounds in the acoustic ecology have an importance and consequence for player, as player has to interact and react upon events and objects within the game world displayed on screen.
Perceptual Realism & Immersion
The use of authentic audio recordings, of for instance real weapons, when creating the weapon sound effects for a FPS game, is currently the only way for game designers to simulate or emulate a ‘real world realism’ in a 3D graphic game environment.
Sound is an illusory and real-time 3D event that player acts upon during game play. The use of caricature and convention sounds, rather than authentic sounds, in the resonating spaces establishes the paraspaces in which player has to act on and it is the player’s task to make the distinctions between virtual and real sounds.
The aim of a FPS game designer is to make the player believe that s/he is within the game environment. Sound is one of the key factors to immersion in 3D virtual environments and the creation of ‘perceptual realism’. It is the use of sound, with its physical 3-dimensionality, in the digital media that creates the possibility for player to mentally and physically immerse within the acoustic ecology of game.
The Acoustic Ecology of the FPS Game
Players interaction and immersion within the acoustic ecology is based on players prior experience from outside and inside the game.
A player who hears a music piece on a specific level might for instance interact within the acoustic environment differently depending on various facts.
- If player is musical: S/he will use different modes of listening depending on how familiar s/he is with that particular piece of music style or genre
- If player is new to the game: Player might use the music to navigate and explore the level to find out what kinds of affordances there are in the area to prioritize
- If player is experienced: The music is appreciated as a keynote sound – meaning that its main function is to immerse player into the 3D game world, indicating the spaces and areas player is moving within.
The acoustic community is a place where acoustic information is exchanged in between the inhabitants. An example is ,for instance, a player that hears a signal sound of an action that s/he does not see visually, which turns out to have a consequence for her/his further game play.
According to Grimshaw the acoustic ecology is a system and a cycle that is dependent on player’s controller inputs – a system that changes with time as player interacts and gives response to the soundscape.
CONCLUSION
The thorough conceptual framework gives an understanding of sounds, soundscapes, acoustic spaces and their functions used in FPS games and how they effect the player’s gaming experience.
Mark Grimshaw investigates with his thesis how players interact in the acoustic ecology of the gaming environments alone and with other players. He examines player’s audio experience and immersion into the soundscapes of the 3D world as a physical event that is open for interpretation. He also argues why audio is an important part of player’s gaming experience in FPS games.
One could also argue that Mark Grimshaw’s thesis is giving some of the answers to why audio is an important part when improving player’s gaming experience, as he argues that sound is the only true physical dimension of the imitated 3D world displayed on a computer or TV screen.
There are also the implications of how the soundscape is designed to be perceived in contrast to how the soundscape is actually perceived or interpreted by player - forming the acoustic ecology. This is again based on player’s prior gaming, social or cultural experience.
The thesis “The Acoustic Ecology Of The First-Person Shooter” is a thorough analysis of the FPS game genre, which also gives a conceptual framework and tools for analysing digital game audio used in other game genres.

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