Entrainment

From SoundInGames.com - Sound Design in Games
Revision as of 12:22, 18 August 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search
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[1][2][3].

Examples

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


External Resources

  • First presentation of the pattern Entrainment[4]
  • On the concept and physics of entrainment[1][2][3]

Entrainment in Sound Design in Games[5][6]

Entrainment-front-v10.pngEntrainment-back-v10.png
  1. Cite error: Invalid <ref> tag; no text was provided for refs named Augoyard
  2. Cite error: Invalid <ref> tag; no text was provided for refs named Leeds
  3. Cite error: Invalid <ref> tag; no text was provided for refs named Sonnenschein
  4. Cite error: Invalid <ref> tag; no text was provided for refs named AlvesAM10
  5. Cite error: Invalid <ref> tag; no text was provided for refs named AlvesAM09
  6. Cite error: Invalid <ref> tag; no text was provided for refs named AlvesCh11