SotA Anthology 2015-16 | Page 92

SotA Anthology 2015-16 How, and to what extent, does music contribute to ‘immersion’ in video games? Just as there are many different video game genres, there are different types and levels of immersion experienced by their players. The role of sound, however, can be categorised into two main groups: sound that draws the player into the fictional game world, and sound that shuts out the real world. The first relies on sound to help create a multidimensional world in which a protagonist can exist, such as roleplaying games or first-person shooters. The second is a different kind of immersion that uses music to blur time in games based on cognitively demanding environments with little or no narrative development, such as puzzle games and scrolling platformers. If a role-playing game is successful in being immersive, constant high energy music is not needed to draw the player in and keep their attention. Instead, sound and music need to be more sensitive to the on-screen action and environment, as they are vital in adding depth to a world that the gamer can begin to feel a part of. Similarly, in puzzle games such as Nintendo’s Tetris, the music and sounds used do not need to create a multidimensional world because to be immersed, the player does not have to believe that they are a brightly coloured shape in the same way that they might identify with the protagonist or narrative of a role-playing game. Instead, the music needs to loop seamlessly with positive reward stingers for completing cognitive tasks; it needs to block out the surrounding real world as much as it needs to draw the player in, rather than creating emotional cues. Immersion is not the same experience across games, and this also applies to the implementation of music. The study of immersion in media is often referred to by psychologists as the study of presence and spatial presence, occurring when “media contents are perceived as ‘real’ in the sense that media users experience a sensation of being spatially located in the mediated environment.” (Groner, Weibel, and Assassin’s Creed II ©Ubisoft Dr Giles Hooper leads MUSI272: Music in Gaming, which aims (amongst other things) to give students an understanding of the relationship between music and gaming contexts. In this essay, graduating BA Music/ Popular Music student Kate Mancey discusses immersion. Wissmath, 2009). A group of European psychologists lead by Wirth created a theory that suggests that spacial presence happens on two levels, and that these levels of immersion are contributed to by media factors, process components, user actions and user factors. On a primary level, media factors and user factors work together: features of the game grab the player’s attention at the same time as the player consciously gives their attention to the game, creating what the psychologists refer to as automatic attention and controlled attention. Once the player’s attention has been engaged, if the game has been successful in creating an engaging world then a secondary level of immersion occurs, where the player exhibits a suspension of disbelief as the game-world’s physics and laws overtake the real