Difference between revisions of "Entrainment"

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| ex4=<mt p="Entrainment" g="Sonic The Hedgehog" altg="Sonic the Hedgehog" h="188"></mt>
 
| ex4=<mt p="Entrainment" g="Sonic The Hedgehog" altg="Sonic the Hedgehog" h="188"></mt>
 
| ex5=<mt p="Entrainment" g="Patapon" h="140"></mt>
 
| ex5=<mt p="Entrainment" g="Patapon" h="140"></mt>
| external =
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* First presentation of the pattern [[Entrainment]]<ref name="AlvesAM10"/>
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* On the concept and physics of entrainment<ref name="Augoyard"/><ref name="Leeds"/><ref name="Sonnenschein"/>
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Entrainment in Sound Design in Games<ref name="AlvesAM09"/><ref name="AlvesCh11"/>
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<references>
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<ref name="AlvesAM09">Alves, V. and Roque, L. 2009. A proposal of soundscape design guidelines for user experience enrichment. In Audio Mostly 2009, 27–32.</ref>
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<ref name="AlvesAM10">Alves, V. and Roque, L. 2010. A Pattern Language for Sound Design in Games. In Audio Mostly 2010, 88-95.</ref>
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<ref name="AlvesCh11">Alves, V. and Roque, L. 2011. Guidelines for sound design in computer games. In Game sound technology and player interaction: Concepts and developments, M. Grimshaw, Ed. IGI Global.</ref>
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<ref name="Augoyard">Augoyard, J.-F. and Torgue, H. 2005. Sonic Experience: A Guide to Everyday Sounds. McGill-Queens University Press.</ref>
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<ref name="Leeds">Leeds, J. 2001. The Power of Sound. Healing Arts Press, Vermont.</ref>
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<ref name="Sonnenschein">Sonnenschein, D. 2001. Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. Michael Wiese Productions, Seattle/US.</ref>
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<references/>
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}}
 
}}

Revision as of 12:07, 18 August 2011

Front face Back face
The card's front face The card's back face

Synopsis

Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour.

Relationships

Contexts:
Emotional Script , Trance , R-A-E-D Iterations , Relaxation , Anticipation , Engagement , Decay , Window of Opportunity , Hurry Up! .
May use:
Music , Play the Beat File:M385px-PlayTheBeat-front-v20.png, Heartbeat , Breath , Footsteps , Foley , Ambiance .

Description

Entrainment can be used to support the maintenance or the change of emotional states, by influencing the player to progressively move from one state of resonance into another. Sound is one prominent way to implement entrainment, benefiting from the way humans resonate to auditory stimuli. The principles of entrainment and resonance have been exploited by music through the ages [5, 21, 35][1].

Examples

Far Cry 2:
Beat Hazard:
Papa Sangre:
[show less examples...]
Sonic the Hedgehog:
Patapon:



Entrainment-front-v10.pngEntrainment-back-v10.png
  1. Cite error: Invalid <ref> tag; no text was provided for refs named Sonnenschein