Entrainment
{{Card
| name =Entrainment
| deckversion =1.0
| synopsis =Changing the player’s internal rhythms through acoustic stimulation, eventually inducing emotions and behaviour
| patternpresentation =
| cardpresentation=
| frontface =Entrainment-front-v10.png
| backface =Entrainment-back-v10.png
| screenshots=
| rel-tag1=Contexts:
| rel1=Emotional Script, Trance, R-A-E-D Iterations, Relaxation, Anticipation, Engagement, Decay, Window of Opportunity, Hurry Up!
| rel-tag2=May use:
| rel2=Music, Play the Beat, Heartbeat, Breath, Footsteps, Foley, Ambiance
| revisions =Introduced in version 1.0
| 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].
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Entrainment in Sound Design in Games[5][6]
- ↑ 1.0 1.1 Sonnenschein, D. 2001. Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. Michael Wiese Productions, Seattle/US.
- ↑ Alves, V. and Roque, L. 2010. A Pattern Language for Sound Design in Games. In Audio Mostly 2010, 88-95.
- ↑ Augoyard, J.-F. and Torgue, H. 2005. Sonic Experience: A Guide to Everyday Sounds. McGill-Queens University Press.
- ↑ Leeds, J. 2001. The Power of Sound. Healing Arts Press, Vermont.
- ↑ Alves, V. and Roque, L. 2009. A proposal of soundscape design guidelines for user experience enrichment. In Audio Mostly 2009, 27–32.
- ↑ 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.





