This study focuses on the crucial role of sound in videogames, as well as the field of architecture, aiming to shine a light on how these two elements contribute to player or user immersion accordingly. For starters the theories of Peter Zumthor on atmosphere, its definition, and the influence they have on individuals. Then, on the field of videogames, the importance of sound design in establishing the atmosphere, conveying information, and enhancing the player experience (PX) is discussed. Important definitions such as gameplay, atmosphere aesthetics, interactability and immersion are clarified, to grasp a better understanding of the way sound contributes to the user’s immersion. At the same time, different sound categories are extensively analysed such as background music, atmospheric music, and sound effects, while each category’s role and contribution in videogames is also analysed, together with the many different approaches that are used for their study and production.
Respectively, in the science of architecture, the way sound becomes part of the design by showcasing structure and atmosphere is another point of interest for this study. In particular, focus is drawn on the design methodology for soundscapes and the importance of sound cohesion in architecture for user immersion and human psychology. Sound and soundscape production methods are also described extensively.
To summarise, this research compares the use of sound in two different fields and highlights their differences and commonalities. This study is an attempt at understanding sound’s influence in immersion, aesthetic perception, and psychology in both fields, while also enhancing the general understanding of their importance, in designing atmospheric spaces and how it correlates with the user experience.