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Music and imperfect information influence player behavior / Music and imperfect information influence player behavior

The video game industry grows bigger and bigger with each year and this growth does not seem to slow down anytime soon. With that, it's important for society and video game developers to know how this media affects the players playing the game as it's already a very big industry, with large numbers of players playing video games every day. Game designers have, and are using information horizons to influence the players in different ways, an example of this is making the player play more cautiously. There have also been previous studies that have shown that music has an impact on a player's behavior and performance while playing a video game, making players more stressed and aggressive being a conclusion for some studies. With this in mind, this study delves deeper into how music in conjunction with information horizons affects a player, playing a video game. This was done by using a controlled experiment in conjunction with a first-person shooter game, the goal of the game being clearing out a linear level of turrets using an automatic rifle. One group of test subjects played a version of the game consisting of high-tension music and information horizon in play, with another group of test subjects playing the same game without these effects in play. Data was collected in the background from each test subject's playthrough and this data was then analyzed and compared between both groups. From the data gathered it seems that music made the players play faster and more aggressively, with the information horizons effect being diminished by the music's overpowering effect. This is in line with numerous previous studies that have gotten similar end results from the effects of music in video games, with an existing research gap with regards to information horizon making the effects of the information horizon unclear.  The end results showed that group 1, playing the version of the game with high tension music and information horizon in play, had fired their weapons more, been less accurate with their shots, destroyed turrets slower, had more deaths, and played faster. These results indicate increased stress levels and aggressiveness with group 1’s test subjects.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-57398
Date January 2022
CreatorsKaltak, Muhamed, Gashi, Edmond
PublisherMalmö universitet, Institutionen för datavetenskap och medieteknik (DVMT)
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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