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Adapting personal music for synesthetic game play

Published: 19 June 2010 Publication History

Abstract

Music can significantly effect game play and help players understand underlying patterns in the game, or the effects of their actions on the characters. Conversely, inappropriate music can have a negative effect on players by creating additional difficulties. While game makers recognize the effects of music on game play, solutions that provide users with a choice in personal music are not forthcoming. We design, implement and evaluate an algorithm for automatically adapting an arbitrary music track from a personal library and synchronizing play back to the user, without requiring any access to the video game source code.

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Cited By

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  • (2024)Rethinking dynamic difficulty adjustment for video game designEntertainment Computing10.1016/j.entcom.2024.10066350(100663)Online publication date: May-2024
  • (2017)A Quick Look at Game Engagement TheoriesThe Wiley Handbook of Human Computer Interaction10.1002/9781118976005.ch29(657-679)Online publication date: 28-Dec-2017
  • (2016)Developing a Comprehensive Engagement Framework of Gamification for Reflective LearningProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901836(459-472)Online publication date: 4-Jun-2016
  1. Adapting personal music for synesthetic game play

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    cover image ACM Other conferences
    FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
    June 2010
    306 pages
    ISBN:9781605589374
    DOI:10.1145/1822348
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • SASDG: Society for the Advancement of the Study of Digital Games

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    Publication History

    Published: 19 June 2010

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    View all
    • (2024)Rethinking dynamic difficulty adjustment for video game designEntertainment Computing10.1016/j.entcom.2024.10066350(100663)Online publication date: May-2024
    • (2017)A Quick Look at Game Engagement TheoriesThe Wiley Handbook of Human Computer Interaction10.1002/9781118976005.ch29(657-679)Online publication date: 28-Dec-2017
    • (2016)Developing a Comprehensive Engagement Framework of Gamification for Reflective LearningProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901836(459-472)Online publication date: 4-Jun-2016

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