Friday, January 23, 2009

The Auditory Dimension of Games

The article "Audio Games: New perspectives on game audio" provides some potentially usable terminology for the auditory dimension of the game design space. The article discusses two different design strategies; a) using auditory icons and earcons, or b) dividing human listening into casual listening, semantic listening and reduced listening. These strategies are combined into a so-called "sonic triangular vocabulary", a format common to the visual triangular vocabulary used by Scott McCloud (author of "Understanding Comics").

When it comes to the auditory dimension of interfaces, conventions seem to exist only to a very small extent. In order to explore the possibilities of using audio as a carrier of information, I think that this sonic triangular vocabulary - and its comparability with McClouds visual counterpart - might be useful. The link to the article follows below.

http://portal.acm.org/citation.cfm?id=1067343.1067361&coll=Portal&dl=GUIDE&CFID=18462546&CFTOKEN=50433615

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