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Measuring the Impact of Level of Detail for Environmental Soundscapes in Digital Games

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The design of sonic environments in digital games poses an unanswered question of believability. How much time and resources should be used to replicate an element that is stochastic and unpredictable in nature, in order to convey a satisfactory experience? We analyze the effect on player’s immersion caused by the detail of digital environmental sounds (soundscapes). Two groups of participants are asked to play two different versions of the same game. One processes audio elements on run time for higher levels of detail, while the other one uses looped files. Player’s immersion is measured afterwards using the Immersive Experience Questionnaire [1] and qualitative questions. Results showed no considerable difference between the two groups, and we discuss some possible explanations for this.

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AES - Audio Engineering Society