Video games need to overcome challenges in audio that are not found in other forms of media. Interactive audio researcher Karen Collins [1] weighs in on this phenomenon, explaining that media formats like film and TV use a passive form of immersion, the participant cannot interact with the experience, this is commonly referred to as linear media. Nonlinear media generally refers to video games and requires an active participant to take part in the experience. A participant can do anything that’s within the game rules at any moment in time, this level of interactivity raises problems or concerns within game audio, as it too, needs to react and respond in sync with the active player.
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in Game Audio