Adaptive video game sound based on inherent skill level utilising selective attention

  In video games, selective attention can be utilised to increase a player’s engagement by adapting the sound design according to their relative experience. The results of this project can be used in augmented, mixed, and virtual reality to make the experience more engaging and immersive. VR, AR, and games as a service have become increasingly popular in the games industry, this research can be used to improve the player experience by introducing nuance. To analyse how selective attention differs with relative experience, participants with varying degrees of experience at a set activity were interviewed and studied. Their actions and explanations identified patterns within their relevant activity that correlated to experience. As the participants have varying experience, the correlation identified shows the natural progression of learning, some of which is subconscious. A system was created that can be used as a template for any game, application, or experience to implement. With each instance, research into the relative experience of potential users will provide the key components which the user’s selective attention will adapt with. The research can also be used to implement a system that aids players with intuitive learning. By introducing nuanced sound design, the user will learn to identify how sound is affecting the activity. This is common in movies and video games with leitmotifs and identifying sound effects. As the progression of learning follows the natural curve identified from the research, the implemented process will reduce the cognitive load of the player, increasing their engagement, playtime, and immersion.

  • Dates:

    2022 to 2025

  • Qualification:

    Other Qualification (Research Degree)

Project Team


Research Areas