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Does Video Game Music Enhance Player Experience in Video Games?

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Does Video Game Music Enhance Player Experience in Video Games?

Abstract

Research on the psychology of music has shown different genres of music impact the listener’s emotional and cognitive state of mind. Do an individual’s psychomotor skills and performance have a bearing on music? The use of music in video games can be traced as far back as 1978 when chiptunes were used to the modern days when certain music genres are written specifically for specific video games. Most people do not understand how background music influences a player’s behavior, performance, and immersion experience in a video game. Therefore, a study is done to establish how background music in video games has been used to enhance player performance and influence their personality type through cognitive-training games.

Introversion and extroversion cases are considered in cognitive-training games to gain an understanding of how music impacts the personality traits of players. Music conditions are considered in four categories (high tempo, medium tempo, low tempo, and silence). Data is collected based on player performance, their behavior during the game, the flow experience. This data is then analyzed based on each of the four conditions. It is established that there is no correlation between the play behavior of players and the flow experience. However, the findings show that music enhances the physical game inputs without necessarily impacting one’s prowess on video games.

Introduction

The design of video games has been structured with the aim of drawing in players. This element is referred to as immersion by reviewers and gamers. Therefore, video game designers have incorporated background music into the games to achieve this immersion experience among gamers. Player immersion is a critical factor to be considered in the design of certain games. Music is used in video games to ensure that players do not only sit and watch passively but also take an active role based on the game content. In the modern world, background music (music and sound effects) is an indispensable constraint of all video games. The music is used to enrich the experience of the gamers, convey different emotions throughout the game, and communicate various aspects of the narrative. This research is aimed at investigating how background music enhances a player’s immersion experience in a video game. The research will use sampling and questionnaires as the main methods of data collection. The data collected will then be analyzed and conclusions drawn from the research findings.

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The Use of Music in Video Games

The use of background music in any setting is used to establish an appropriate tone and mood for that setting. This applies both to the film industry and the video game industry. Unlike films, video games are designed to impact a player’s immersion experience. A player is expected to control the actions of the characters in the games and not just to sit and passively watching. The incorporation of background music enhances this active role of the player in the video games. Therefore, video game designers must choose soundtracks that captivate the players. For example, video game designers specialized in the Horror Genre must choose music or soundtracks with terrifying eeriness to keep the players at the edge of their seats.

The player’s ability to control the airwaves is critical in the success of any video game. Video game designers must present soundtracks in a manner that a player can select desired background music. This is particularly significant in auto and motor racing games. Soundtrack presentation is based on real-world scenarios and not merely on the designer’s imaginations. Video game audios and soundtracks support and enhance perceived realism and facilitate the player’s cognitive and emotional appraisal. Music creates a strong link between a player’s immersion experience and the enjoyment derived from the games. Some video games such as Saints Row 2 have the provision that allows the player to create mixtapes from a combination of songs incorporated in the game. The curation is placed at the player’s hands, and provision largely contributes to their immersion in the game. However, some games such as Madden and FIFA have curated playlists accessible to the player on the menus. The playlists are usually comprised of artists from across the world, and therefore, the player has the freedom to select soundtracks that they like. The soundtracks and background music used in video games continues to change as video games gain prominence. This change is significant to the video gaming industry as well as the music industry.

The use of background music and soundtracks keeps the players alert throughout the game. The players get vital information regarding the setting and the general environment of the video game. The soundtracks inform the players of potential hazards and provide clues on how to solve various puzzles encountered in the course of the game. The player takes an active part in the game. The overall result is an immersion experience that can ultimately lead to addiction. In games with characters that are hard to beat, the video game designers will usually use exciting and motivating songs to encourage the players. In this application, the music arouses the player, and this ultimately influences their performance in the video games.

Research Objectives

  • To investigate the impact of background music in video games on the player’s experience
  • To find out if the use of background music in video games influences the player’s overall performance in the video games

Hypotheses

  • Background music in video games has an immersive and addictive impact on the players.
  • Gameplay behavior and player performance in video games are primarily attributed to the use of background music.

Method

This research involved a rigorous process of data collection and analysis. There were two stages to this study. A public announcement was made about this research, and a list of willing participants was developed. Pre-screening questionnaires were used to determine the eligibility of the participants. The pre-screened participants then filled and signed consent forms, they took multiple-task-battery, SynWin, and played the Food for Thought video under the four specified music conditions. The participants filled a flow questionnaire after each music condition. An exit questionnaire was completed after the final music condition.

 

 

Participants

For purposes of this research, 30 independent participants (female and male) were selected through pre-screening questionnaires. The participants were aged 20 – 30 years, and the selection criteria were based on their willingness to participate in the game-play project. The participants were accommodated in one of the accommodation facilities in the university for convenience. An arrangement was made a proper audience with state-of-the-earth digital equipment to accommodate all the participants in this experiment. With the audience in place, the experiment started as designed. The experiment design utilized a 4×2 matrix. The different music conditions formed the independent variables, whereas gameplay performance and player immersion formed the dependent variables.

Data Collection

Quantitative and qualitative data is collected through survey questionnaires that the participants fill after each music condition. The data indicates how each participant has been involved in the video games the feedback they give subject to various conditions. The research utilized questionnaires and interviews to get data from the participants. The pre-screening surveys helped in identifying aberrant player behaviors and attitudes towards technology and experience with video games. The pre-questionnaire took 15 minutes for participants to complete. The multiple-task-battery, SynWin tested the participants’ cognitive and perceptual abilities.

The participants played the Food for Thought game for 30 minutes per session. This is a multi-tasking computer game played by one player. The game tests the player’s ability to successfully complete a meal recipe through the delivery of ingredients to different stations. This requires planning ahead and multi-tasking. At the end of each level, a player is given a star rating to indicate their score. Half of the participants played the game without music, while others played the game with background music. The flow questionnaire filled at the end of each condition is used to assess the player’s psychological immersion in the game. The exit questionnaire assed the player’s experience (engagement and enjoyment) with the game.

Results and Discussion

 

Works Cited

 

 

 

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