Music and Motion in First-Person Virtual Reality Games

Author:

Mancey Kate1

Affiliation:

1. Music, Harvard University

Abstract

Abstract Kate Mancey uses the concepts of place illusion and plausibility illusion from the field of Psychology to highlight the role of music in virtual reality games. In particular, she is concerned with the perception of motion in music, a motion that, in the game’s world, is independent of any changes in the player’s head position. Using Half-Life: Alyx as an example, Mancey offers a methodology for analyzing motion in recorded sound and shows how music’s independence of motion allows the player to imagine the presence of other entities beyond what can be seen. Through this, she argues that music offers a life force for virtual worlds.

Publisher

Oxford University Press

Reference26 articles.

1. Baker, H. 2020. “Half-Life: Alyx Surpasses 2 Million Owners on Steam, Steam Spy Suggests.” Upload VR, December 4, 2020. https://uploadvr.com/half-life-alyx-2-million/.

2. On Musical Mediation: Ontology, Technology and Creativity.;Twentieth Century Music,2005

3. Cox, A. 2011. “Embodying Music: Principles of the Mimetic Hypothesis.” Music Theory Online 17 (2). https://mtosmt.org/issues/mto.11.17.2/mto.11.17.2.cox.html.

4. Firth, N. 2013. “Virtual Reality: Meet Founding Father Jaron Lanier.” New Scientist, June 19, 2013. https://www.newscientist.com/article/mg21829226-000-virtual-reality-meet-founding-father-jaron-lanier/.

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