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GDCE 2012: In-game audio can aid monetisation on mobile

#gdc_europe Ben Long talks the science of sound

GDCE 2012: In-game audio can aid monetisation on mobile
Whether right or wrong, not all mobile devs make in-game audio a priority.

Freelance sound designer Ben Long, however, used his presentation at GDC Europe 2012 to make a case for setting aside more time for sound, going as far as to suggest audio can even aid monetisation.

Taking to the stage in Cologne, Long suggested many mobile studios are overlooking audio not realising it could solve one of the biggest problems that faces them today.

There is dischord in the harmony

"The toughest [aspect] for developers is earning money from their game and getting audiences to buy virtual goods - and audio can help this tremendously," opened Long.

The reasoning behind such a suggestion lies in the roots of arcade gaming, he stated. More specifically, the sound of a coin being pushed into pinball machines and cabinets.

"What you just heard was real money becoming virtual, and that sound changed it. You lost money, but you gained the sound," he argued.

This physiological connection between audio and reward, Long added, is something that developers should focus more on in the future.

"Visuals are limited to the square screen of the iPhone or the tablet. Audio is boundless and can be subliminal," he concluded.

"Audio completely surrounds the phone, so it's important to take this into consideration."

You can find out more about Ben's view on audio via his website

Will's obsession with gaming started off with sketching Laser Squad levels on pads of paper, but recently grew into violently shouting "Tango Down!" at random strangers on the street. He now directs that positive energy into his writing (due in no small part to a binding court order).