A study has been conducted into whether the use of procedural audio affects players in computer games usingmotion controllers. It\r\nwas investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded\r\naudio, (2) the use of procedural audio affects theirmotor-behavior, and (3) procedural audio affects their perception of control.Three\r\nexperimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A\r\nskiing game controlled by a NintendoWii balance board and a sword-fighting game controlled by aWii remote were implemented\r\nwith two versions of sound, one sample based and the other procedural based. The procedural models were designed using a\r\nperceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that,\r\nwhen being actively involved in playing or purely observing a video recording of a game, themajority of participants did not notice\r\nany difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in\r\nthe motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more\r\nsensitive.
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