Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?

Earcons are commonly used by sound designers in order to support visual cues in a game andto make a gaming experience more enjoyable. This study covers two earcons’ attributes: rhythm and timbre. Rhythm and timbre attributes were chosen according to the earcon sounddesign guidelines from the previou...

Full description

Bibliographic Details
Main Author: Savvateev, Anton
Format: Others
Language:English
Published: Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater 2018
Subjects:
SFX
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69003
id ndltd-UPSALLA1-oai-DiVA.org-ltu-69003
record_format oai_dc
spelling ndltd-UPSALLA1-oai-DiVA.org-ltu-690032018-06-14T05:16:22ZWhich compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?engSavvateev, AntonLuleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater2018Audio in gamesSound designAudio designGame Audio designSound effects in gamesAudio in gamesSound in gamesEarconEarconsCompound-earconsCompound-earconCompound earconsCompound earconRhythmTimbreSearch-oriented gameplayPlayer's performanceDigital gamesComputer gamesSFXLjuddesignLjud i digitala spelCompound earconsEarconsMedia EngineeringMediateknikEarcons are commonly used by sound designers in order to support visual cues in a game andto make a gaming experience more enjoyable. This study covers two earcons’ attributes: rhythm and timbre. Rhythm and timbre attributes were chosen according to the earcon sounddesign guidelines from the previous studies. An experiment in a form of a video game was conducted in order to research whether one of the conditions can increase a players’performance. A subject had to choose the correct key to the door in order to go to the next location. There were 3 different locations and there were totally 5 different own-designed earcons: 1 incorrect earcon in the both conditions and 2 different correct earcons in each condition. 20 subjects with various gaming experience from the Luleå University of Technology participated in the experiment. The subjects were randomly divided into two groups with different conditions: rhythm and timbre. The amount of wrong trials and completion time were analyzed for each condition and the results were given with the help of Mann-Whitney U-test and t-test calculations. The results of U-test showed that there was a significant difference between two groups in terms of the wrong trials amount. Group with rhythm condition showed better performance in terms of the wrong trials amount. The t-test showed a significant difference between the two groups in terms of completion time. Group with timbre condition showed better timing performance, although considering the analysis it did not increase their performance in terms of making correct choices. Further research might be recommended on comparing various earcon attributes in different ecologically valid scenarios. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69003application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Audio in games
Sound design
Audio design
Game Audio design
Sound effects in games
Audio in games
Sound in games
Earcon
Earcons
Compound-earcons
Compound-earcon
Compound earcons
Compound earcon
Rhythm
Timbre
Search-oriented gameplay
Player's performance
Digital games
Computer games
SFX
Ljuddesign
Ljud i digitala spel
Compound earcons
Earcons
Media Engineering
Mediateknik
spellingShingle Audio in games
Sound design
Audio design
Game Audio design
Sound effects in games
Audio in games
Sound in games
Earcon
Earcons
Compound-earcons
Compound-earcon
Compound earcons
Compound earcon
Rhythm
Timbre
Search-oriented gameplay
Player's performance
Digital games
Computer games
SFX
Ljuddesign
Ljud i digitala spel
Compound earcons
Earcons
Media Engineering
Mediateknik
Savvateev, Anton
Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
description Earcons are commonly used by sound designers in order to support visual cues in a game andto make a gaming experience more enjoyable. This study covers two earcons’ attributes: rhythm and timbre. Rhythm and timbre attributes were chosen according to the earcon sounddesign guidelines from the previous studies. An experiment in a form of a video game was conducted in order to research whether one of the conditions can increase a players’performance. A subject had to choose the correct key to the door in order to go to the next location. There were 3 different locations and there were totally 5 different own-designed earcons: 1 incorrect earcon in the both conditions and 2 different correct earcons in each condition. 20 subjects with various gaming experience from the Luleå University of Technology participated in the experiment. The subjects were randomly divided into two groups with different conditions: rhythm and timbre. The amount of wrong trials and completion time were analyzed for each condition and the results were given with the help of Mann-Whitney U-test and t-test calculations. The results of U-test showed that there was a significant difference between two groups in terms of the wrong trials amount. Group with rhythm condition showed better performance in terms of the wrong trials amount. The t-test showed a significant difference between the two groups in terms of completion time. Group with timbre condition showed better timing performance, although considering the analysis it did not increase their performance in terms of making correct choices. Further research might be recommended on comparing various earcon attributes in different ecologically valid scenarios.
author Savvateev, Anton
author_facet Savvateev, Anton
author_sort Savvateev, Anton
title Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
title_short Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
title_full Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
title_fullStr Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
title_full_unstemmed Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
title_sort which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?
publisher Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater
publishDate 2018
url http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69003
work_keys_str_mv AT savvateevanton whichcompoundearconsattributesmayimproveaplayersperformanceinasearchorientedgameplayrhythmvstimbre
_version_ 1718695987176800256