Ludic audio and player performance

<p>In my post about&nbsp;<a href="https://uxdesign.cc/ludic-and-narrative-sound-in-games-3fc52dbbfee1" rel="noopener" target="_blank">ludic and narrative sound in games</a>, I defined the ludic function of audio as the sound&rsquo;s ability to help players overcome challenges and achieve their goals. If you&rsquo;ve read my blog, you might know that I&rsquo;m really into this topic. That&rsquo;s why I&rsquo;m super excited to start a series of three(?) articles on how audio can enhance player performance in gameplay tasks. In the first part, I describe a few methods to support the players in challenging gameplay situations.</p> <p><strong>Disclaimer</strong>: This article might seem like it&rsquo;s trying to apply&nbsp;<a href="https://en.wikipedia.org/wiki/Perceptual_load_theory" rel="noopener ugc nofollow" target="_blank">Perceptual load theory</a>&nbsp;to video game audio. This idea crossed my mind when I started writing, but I soon realized I do not have the expertise to reconcile all the confusing and conflicting research I found. So even though I borrow the basic concepts from the theory (such as cognitive load and perceptual load), most of my conclusions are based on my own experience and a few studies I mention in the text. As usual, I try to be open about my thought process, so if anything here rubs you the wrong way, don&rsquo;t be afraid to challenge me in the comments or elsewhere.</p> <p>To tackle the complex topic of using sound to improve player performance, I started by thinking about the types of gameplay challenges that players face in video games. At some point, I realized that most of these challenges fall into three categories: cognitive, perceptual, and mixed.</p> <p><a href="https://uxdesign.cc/ludic-audio-and-player-performance-part-1-comprehensive-and-indicative-sounds-5113611076dc"><strong>Website</strong></a></p>
Tags: Ludic Audio