In games, reverb is used to convey the audial space of game environments. This thesis explores the possibilities of using spring and plate reverb, and if they enhance or detract from the experience compared to a realistic natural reverb. Under evaluation, a quantitative study with a secondary qualitative discussion was carried out where participants played a gameplay prototype that switched between using spring reverb, plate reverb and a realistic natural reverb. A survey was answered relating to the gameplay sequence, which was used to evaluate how players perceived the differences in the different reverbs. The conclusion shows that although spring and plate reverb have different associations and are perceived in a different way compared to a natural realistic reverb, a majority still preferred a natural reverb and felt that spring plate were overall more distracting to the game experience.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-12827 |
Date | January 2016 |
Creators | Hartman, Vile |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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