Abstract

As video game developers seek to provide increasing levels of realism and sophistication, there is a need for game characters to be able to exhibit psychological states including 'altered states of consciousness' (ASC) realistically. 'Auditory hallucination' (AH) is a feature of ASC in which an individual may perceive distortions to auditory perception, or hear sounds with no apparent acoustic origin. Appropriate use of game sound may enable realistic representations of these sounds in video games. However to achieve this requires rigorous approaches informed by research. This paper seeks to inform the process of designing sounds based on auditory hallucination, by reporting the outcomes of analysing nearly 2000 experience reports that describe drug-induced intoxication. Many of these reports include descriptions of auditory hallucination. Through analysis of these reports, our research establishes a classification system, which we propose can be used for designing sounds based on auditory hallucination.

Highlights

  • In recent years, first-person point-of-view (POV) video games, such as first-person shooters (FPS), have seen increasing levels of complexity with regards to narrative techniques and character development

  • The results of this provide us with a large number of descriptions of drug-induced Auditory hallucination’ (AH), while providing a general indication of how frequently various types of auditory hallucination are described across various substances

  • Through the course of this paper we have demonstrated a conceptual approach for designing the sounds associated with drug-induced auditory hallucinations, by referring to research and experiential accounts

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Summary

INTRODUCTION

Consciousness’ (ASC), including states of dream, delirium, hallucination and psychosis. It is possible to identify for various types of ASC, the typical features that characterise these perceptual states, and other relevant factors such as the form and structure of the experience These features can be used as a basis for the design of corresponding graphics and sounds in video games, to provide ‘ASC simulations’. This study discusses a possible method for designing sounds based on the subjective, first-person experience of auditory hallucinations This method will be of particular relevance to video games, since they are among the most pervasive forms of modern media that make extensive use of first-person POV representations [3]. The method discussed could be applied in other situations where first-person representations of ASC are sought; composing electroacoustic music or sounds for cinema, for example

INPUT SOURCES
Methodology
Categories of Sound
Normal enhanced
Normal distorted
Hallucinated noises
Hallucinated music
Hallucinated voices
Hallucinated silence
Synesthetic Sounds
Sound Categories in Relation to Input
Frequency of Descriptions
Designing Input Sources
Designing Sonic Materials
Composite Examples
Findings
CONCLUSIONS
Full Text
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