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3 Die Aufgabe Und Wirkung Von Musik Und Sound in Videospielen ...14 Hochschule Offenburg Medien- und Informationswesen Bachelorarbeit Sound und Musik in Videospielen: Eine Studie zur Auswirkung auf die Emotionen der Spieler Vorgelegt von: Julia Seibicke Matrikelnummer: 176770 Betreuer: Prof. Dr. phil. Oliver Korn Zweitbetreuer: Michael Blatz, B.Sc. Hochschule Offenburg offenburg.university Abstract Diese Arbeit beschäftigt sich mit der Frage, wie Musik und Soundeffekte in Videospielen die Emotionen der Spieler und ihre Meinung zum Spiel beeinflussen. Um diese Frage zu beant- worten soll nach einer kurzen Einleitung in die Entwicklung der Videospielmusik und die Emo- tionsforschung eine Studie durchgeführt werden, bei der Probanden das Spiel Pinstripe mit beziehungsweise ohne Musik spielen und anschließend einen Fragebogen ausfüllen. Beim Spielen wird außerdem ihr Puls gemessen. Auch werden Zusammenhänge zwischen Big Five- Persönlichkeitsmerkmalen, den Spielertypen nach Bartle und Spielgenres untersucht. Die Aus- wertung zeigt, dass der Sound zwar nicht den Spielspaß, das Interesse an der Story oder die Motivation weiterzuspielen steigert, aber das Spiel immersiver gestaltet. Auch die Pulsmes- sung zeigt keine deutlichen Unterschiede zwischen den Gruppen. Frauen und Personen, die viel spielen, scheinen allerdings stärker von Sound beeinflusst zu werden. Abschließend wird eine Übersicht auf mögliche fortführende Studien und die zukünftige Entwicklung von Video- spielmusik gegeben. Hinweis: Aus Gründen der besseren Lesbarkeit wird auf die gleichzeitige Verwendung männlicher und weibli- cher Sprachformen verzichtet. Sämtliche Personenbezeichnungen gelten gleichwohl für beiderlei Ge- schlecht. Julia Seibicke I Hochschule Offenburg offenburg.university Eidesstattliche Erklärung Hiermit erkläre ich, dass ich die Bachelorarbeit selbständig verfasst und keine anderen als die angegebenen Quellen und Hilfsmittel benutzt und die aus fremden Quellen direkt oder indi- rekt übernommenen Gedanken als solche kenntlich gemacht habe. Die Arbeit habe ich bisher keinem anderen Prüfungsamt in gleicher oder vergleichbarer Form vorgelegt. Sie wurde bisher auch nicht veröffentlicht. ________________________ (Ort, Datum) _________________________ (Unterschrift) Julia Seibicke II Hochschule Offenburg offenburg.university Inhaltsverzeichnis Abstract .................................................................................................................................................... I Eidesstattliche Erklärung ......................................................................................................................... II Inhaltsverzeichnis ................................................................................................................................... III Abbildungsverzeichnis ............................................................................................................................. V 1 Einleitung und Motivation .................................................................................................................... 1 2 Geschichte der Videospielmusik .......................................................................................................... 5 2.1 Die 8-bit Ära ................................................................................................................................... 7 2.2 Die 16-bit Ära ................................................................................................................................. 9 2.3 Die 1990er bis heute ................................................................................................................... 12 3 Die Aufgabe und Wirkung von Musik und Sound in Videospielen ..................................................... 14 3.1 Jump’n’Run / Plattformer ............................................................................................................ 16 3.2 Role-Playing Games ..................................................................................................................... 18 3.3 Survival Horror............................................................................................................................. 21 3.4 Strategie- und Kampfspiele ......................................................................................................... 23 4 Verwandte Studien und deren Ergebnisse ......................................................................................... 25 5 Vorstellung verschiedener Modelle der Emotions- und Persönlichkeitsforschung ........................... 32 5.1 Das Circumplexmodell affektiven Befindens ............................................................................... 32 5.2 Das Big Five-Persönlichkeitsmodell ............................................................................................. 33 5.3 Die Spielertypen nach Bartle ....................................................................................................... 35 6 Durchgeführte Studie ......................................................................................................................... 38 6.1 Beschreibung der Studie ............................................................................................................. 38 6.2 Auswahl des Spiels ...................................................................................................................... 39 6.3 Auswahl des Pulsmessgeräts ....................................................................................................... 43 6.4 Durchführung der Studie ............................................................................................................. 45 7 Auflistung und Diskussion der Ergebnisse der Studie ........................................................................ 48 7.1 Allgemeine Ergebnisse ................................................................................................................ 48 7.1.1 Unterschiede zwischen männlichen und weiblichen Probanden ........................................ 52 7.1.2 Unterschiede zwischen Probanden mit überdurchschnittlich und unterdurchschnittlich hoher Spielzeit in Stunden pro Woche .......................................................................................... 56 7.2 Unterschiede zwischen Probanden, die mit Sound gespielt haben, und Teilnehmern keinen Ton zur Verfügung hatten ........................................................................................................................ 57 7.3 Vergleich der Pulsmessungen...................................................................................................... 65 7.4 Unterschiede zwischen Probanden bezogen auf die Big Five-Persönlichkeitsmerkmale ........... 70 8 Zusammenfassung .............................................................................................................................. 81 Julia Seibicke III Hochschule Offenburg offenburg.university 9 Ausblick ............................................................................................................................................... 85 9.1 Videospielmusik in der Zukunft ................................................................................................... 85 9.2 Weiterführung der Studie ........................................................................................................... 86 10 Fazit .................................................................................................................................................. 89 Literaturverzeichnis ............................................................................................................................... 92 Anhang .................................................................................................................................................. 97 Julia Seibicke IV Hochschule Offenburg offenburg.university Abbildungsverzeichnis Abbildung 1: Circumplex-Modell nach Russell, vergleiche https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2367156/figure/F1/ ........................................ 33 Abbildung 2: Diagramm Aufteilung der Spielertypen nach Bartl, vergleiche http://digitalfit.de/wp-content/uploads/2013/12/spielertypen.png ............................................ 36 Abbildung 3: Screenshot aus Pinstripe, Ted in der winterlichen Waldlandschaft ......................... 41 Abbildung 4: Screenshot aus Pinstripe, Beispiel für die Antwortmöglichkeiten ........................... 42 Abbildung 5: Das Mi Band 2 von Xiomi .......................................................................................... 44 Abbildung 6: Diagramm, das nach der Pulsmessung von der App Mi Heart Rate zur Verfügung gestellt wird .................................................................................................................................... 44 Abbildung 7: Proband beim Spielen von Pinstripe ......................................................................... 45 Abbildung 8: Fragenbeispiel aus dem Online Big Five-Test, Quelle: http://de.outofservice.com/bigfive/ .............................................................................................. 46 Abbildung 9: Vergleich der durchschnittlichen Spielzeiten in Stunden pro Woche für Probanden die über bzw. unter dem allgemeinen Durchschnitt von 8,5h liegen............................................. 49 Abbildung 10: Häufigkeitsverteilung der Antworten für die Beschreibung der Spielertypen. Das Netz zeigt die Anzahl der Antworten. ............................................................................................
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