SotA Anthology 2015-16 | Page 99

MUSI272 reactive sound element, important in adding to the player’s enjoyment of a game as they give positive reinforcement to player actions. For example, in Nintendo’s Super Mario Bros all of the sound effects rise in pitch, whether its the rising fourth heard when you collect a coin, or the sequentially rising melodic fragment used as the victory stinger. The use of rising sounds pushes the gamer forwards as it creates a sense of ongoing achievement and advancement. To create immersion through flow, music must work on two levels. The first is as a continuous backdrop that alters the sense of time so that a player can learn game controls and begin to master the skills needed to advance without feeling under any time pressure. The second is as reward stingers, working on Skinner’s (1938) theory of operant conditioning that suggests positive reinforcement results in repeated behaviours. Using stingers with rising melodic patterns with major tonality plays on the culturally ingrained semantic of major tonality being equivalent to good. Using positive sound stingers to reward successful cognitive responses to game challenges brings the player out of the anxious stage of game interaction where the complexity of the puzzle outweighs their ability, and into the state of flow (Csikszentmihalyi, 1975). The sounds encourage them to keep trying, which quickens their mastering of the game mechanics, enabling them to progress from engagement to engrossment, and ultimately to immersion (Brown and Cairns, 2004). Although there are many different theories surrounding immersion and what it means to be immersed, all of the theories discussed share the idea that immersion is a multifaceted process. Whether it is portrayed as a series of levels or a continuous process, each theory can be applied to video games as a method of explaining why a player has experienced the sensation of becoming totally immersed. The implementation of audio can be presented as a contributing factor in all of these immersion theories, from procedural audio and sound processing, to original and pre-composed music, to looping scores and positive reinforcement through sound. However, there is a lack of concrete evidence from psychological studies to support these theories of immersion and the effect that music has on immersion. Whilst studies have been conducted that found a positive correlation between music and player engagement, Lipscomb and Zehnder (2004) state: “Future research will be needed to determine whether the relationships emerging from this investigation can be generalized beyond the present experimental context.” This is because video games not only span a wide range of gameplay 99 genres but they also cover a breadth of thematic material. The fidelity of game graphics and the possibilities of game music have dramatically increased since the advent of video games. However, the core uses of music have not changed. Music has to be a functional tool and work with the game mechanics; it has to provide a looping background to shut out the real world to enable focus or it has be aesthetically congruent with the game and pull the player into the game world, and it has to embody the multidimensionality of a world depicted by twodimensional pixels. I would suggest that in video games the use of music is not connected to game genres, instead it is connected to types of interactivity and levels of interactivity, and it is the interactivity of video games that makes them a highly immersive medium. A player’s kinetic input has a direct audio and visual output. Ultimately, immersion is a personal experience, and what resonates with one person may not resonate with another. This makes collecting data to support immersion theories difficult, as each player brings to the game world their unique preexisting semiotic framework, and a different interpretation of what immersion feels like, suggesting that there is not one true experience of immersion, but innumerable equally valid immersion experiences, significantly enhanced by music. References overleaf.