![]() ![]() To bridge this gap, we investigate the effects of SFX-supplementing points (as a gamification element)-on task performance and user experience in a gamified image classification task. However, the impact of SFX has not been systematically studied. Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. Implications and future research directions are presented. Low volume sound effects are not effective at evoking fear, suspense, and anxiety due to potential masking by other sounds. Results also suggest that acousmatic and untimed sound effects evoke suspense rather than anxiety. For anxiety, results strongly suggest that the best sound design is medium volume sound effects. Results strongly suggest that the best sound design for causing fear is high volume and timed sound effects (synchronized game sound with visual moment) and somewhat suggest that sourced sound effects also promote fear. Three basic properties of diegetic sound effects were studied: volume, timing, and source. Four perspectives on emotions are described: Darwinian, James-Lange, cognitive, and social constructivist. This chapter provides a theoretical foundation for the study of how emotions are affected by game sound as well as empirical evidence for determining how to promote fear, suspense, and anxiety in players using sound effects. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |