How much would a game change if you turned the sound off?
Many players might be tempted to answer very little. Graphics dominate marketing campaigns, technical demonstrations and online discussion. Higher resolutions, realistic lighting and increasingly detailed worlds are often presented as the defining characteristics of modern games. Sound, by comparison, can seem almost secondary. It accompanies the experience, but rarely receives the same attention. If forced to prioritise one feature over another, many players would probably choose visual quality long before they chose audio.
Everyday experience suggests something rather different. Silence a racing game and judging speed suddenly becomes more difficult. Remove the weapon sounds from a first-person shooter and every encounter feels strangely detached from the player’s actions. Eliminate footsteps, environmental ambience or warning cues and even familiar games begin to feel oddly incomplete. The mechanics have not changed. The graphics remain identical. Objectives, controls and level design are exactly as they were before. And yet something fundamental has disappeared. If sound is supposedly one of the least important elements of a game, why does its absence change the experience so profoundly?
That paradox formed the starting point of Professor Lennart Nacke’s online guest lecture for Edinburgh Napier University. Drawing on research spanning human-computer interaction, game studies and psychophysiology, Professor Nacke explored a deceptively simple question: what role does sound actually play in the experience of playing a game? At the time of the lecture, he was Research Director of the HCI Games Group and preparing to join the University of Waterloo, where his work continued to investigate player experience, physiological interaction and the design of engaging interactive systems.
One of the first findings he discussed appeared, at first glance, to reinforce the common assumption that audio matters relatively little. Survey research suggested that players ranked sound below features such as graphics and, perhaps most significantly, playability when asked to identify the most important qualities of a game. Many observers interpreted this as evidence that audio simply was not a priority. Professor Nacke saw something quite different. His question was not whether sound mattered. It was whether players had misunderstood what sound was actually contributing.
Viewed from that perspective, playability becomes much more than responsive controls or balanced mechanics. It is the continuous conversation between player and game. Every action produces a consequence. Every consequence communicates something back to the player, guiding the next decision. Much of that conversation takes place through sound. A weapon firing, footsteps approaching from behind, an engine changing pitch during acceleration or the subtle cue confirming a successful interaction all provide information that helps players understand both the game world and their own actions within it. Sound does considerably more than create atmosphere. It helps make games playable.
This also explains why players often underestimate its importance. Rhythm games and audio-only games make sound impossible to ignore, placing it at the centre of the experience. Conventional games achieve almost the opposite effect. Audio works so seamlessly alongside graphics, animation and interaction that its contribution becomes largely invisible. Only when it disappears do players recognise how much guidance it had been providing all along. Feedback becomes less immediate. Decisions become less confident. Successes feel less satisfying, while failures become harder to interpret. Sound is not simply something players hear. It is one of the ways games teach players how to play.
By the time Professor Nacke moved from the history of game audio towards his own research, the lecture had already shifted onto much firmer ground. The question was no longer whether sound made games more entertaining. It was whether sound quietly underpinned many of the qualities players described as good game design. That possibility led naturally towards psychology, player experience and a series of experiments designed to investigate whether sound changes not only what players hear, but also how they understand and navigate interactive worlds.
If sound helps make games playable, the next question becomes unavoidable. How does it do that? A racing game does not become easier simply because its engine sounds more realistic, nor does a first-person shooter become more engaging merely through louder explosions. Something more fundamental is taking place. Sound continually provides information that helps players interpret the world around them, anticipate events and judge the consequences of their own actions. Without that information, interaction becomes less certain, even when every visual element remains exactly the same.
Feedback lies at the heart of this process. Every time players press a button, move a character or perform an action, the game responds. Some responses are visual, others are physical through a controller, and many arrive through sound. Together they form a continuous exchange between player and system. Rather than simply confirming that something has happened, effective feedback helps players understand what happened, why it happened and what they should do next. Viewed in this way, playability becomes inseparable from communication.
Professor Nacke argued that this relationship between sound and feedback has often been underestimated. Discussions of game audio frequently focus on music, realism or cinematic atmosphere, all of which undoubtedly influence the player’s experience. Yet those aspects represent only part of audio’s contribution. Equally important are the sounds that players rarely think about at all. Footsteps revealing an approaching opponent, the subtle cue confirming that an object has been collected, the changing rhythm of a weapon, the shift in an engine’s pitch or the warning that danger is just beyond the edge of the screen all guide behaviour long before players consciously reflect upon them. The most valuable sounds are often the ones that disappear into the act of playing itself.
Some games make this communicative role impossible to miss. Rhythm games such as PaRappa the Rapper, Dance Dance Revolution, Guitar Hero and Rock Band place sound at the centre of interaction. Players succeed only by listening carefully and responding with precise timing. Performance is inseparable from audio. Professor Nacke observed that these games introduced a strongly performative dimension in which rhythm, musical timing and vocal control become the mechanics of play rather than decorative additions to it.
Most conventional games appear very different, yet the distinction is not quite as large as it first seems. Action games, strategy games and multiplayer titles rarely ask players to perform music, but they still depend upon continual interpretation of auditory information. Experienced players often react to sounds almost automatically, recognising threats, opportunities and changing situations without consciously analysing each cue. Learning to play therefore involves learning a game’s sonic language alongside its visual and mechanical systems.
Audio-only games expose another assumption that many players rarely question. Remove the graphics from most games and many people expect the experience to collapse. Yet audio games communicate entire worlds through hearing alone. Developed partly to improve accessibility for players who cannot rely on conventional visual interfaces, they demonstrate that sound can convey location, movement, interaction and progress with remarkable effectiveness when designed carefully enough. Eliminating graphics does not eliminate gameplay. It simply requires designers to think much more carefully about how information is communicated.
Taken together, these examples gradually reshape the original question. Earlier, the lecture asked whether sound contributes to playability. By this point, the discussion suggested something stronger. Playability may itself depend upon the quality of communication between player and game, and sound is one of its most important languages. If that proposition is correct, it should also be possible to investigate it scientifically. Professor Nacke’s own research set out to discover whether those ideas could be measured as rigorously as they could be experienced.
A persuasive theory is only the beginning. Can the contribution of sound actually be measured? It is one thing to argue that players rely upon audio when navigating a virtual world. Demonstrating that relationship through rigorous research is considerably more demanding. Professor Nacke devoted the latter part of his lecture to exactly this challenge, describing an experiment that attempted to move beyond intuition and examine whether sound produces measurable changes in the player experience.
Rather than relying solely upon interviews or personal opinion, the study combined subjective evaluations with physiological measurement. Participants played Half-Life 2 under different audio conditions while researchers recorded indicators such as heart rate and skin conductance alongside established player experience questionnaires. Bringing these different forms of evidence together reflected a broader ambition within human-computer interaction. If engagement, immersion or enjoyment genuinely change when sound changes, perhaps those differences should be visible not only in what players report afterwards, but also in the body’s physiological responses during play.
The initial results appeared disappointing. The physiological measures revealed remarkably little difference between the experimental conditions. Heart rate and skin conductance remained far more stable than expected, suggesting that the presence or absence of audio did not produce the clear biological distinctions the researchers had anticipated. Judged solely on those measurements, it would have been tempting to conclude that sound contributed relatively little to the player’s experience.
The investigation, however, did not end there. When participants described their experiences directly, a rather different picture emerged. Questionnaire responses consistently indicated that sound influenced immersion, enjoyment and the overall quality of play. Players recognised differences that the physiological measurements had failed to capture. Far from undermining the original hypothesis, the contrasting results raised a much more interesting question. The problem may have lain not with the importance of sound, but with the methods used to measure its effects.
Professor Nacke reflected on several possible explanations. Physiological signals fluctuate for many reasons, many of them unrelated to the specific design features being investigated. More importantly, the experiment averaged measurements across relatively long periods of gameplay. Memorable moments rarely unfold in that way. A sudden enemy encounter, an unexpected sound cue or the brief confirmation that an action has succeeded may last only a fraction of a second. Averaging responses across several minutes risks smoothing away precisely the moments that matter most.
That observation carries implications extending well beyond this individual study. Human experience is rarely distributed evenly across time. Games are composed of countless moments requiring players to notice, decide and respond. Audio often contributes most powerfully at those precise instants, directing attention, confirming actions or warning of imminent danger. A research method designed to capture overall levels of physiological arousal may therefore overlook the highly localised effects that make sound so valuable during interaction.
In many ways, this became one of the most revealing aspects of the lecture. Scientific research is often presented as a straightforward progression from hypothesis to confirmation. Professor Nacke instead demonstrated something much closer to the reality of research. Unexpected findings do not necessarily invalidate an idea. Sometimes they expose limitations in the way questions have been framed or measurements have been collected. Negative or ambiguous results become opportunities to design better experiments rather than reasons to abandon promising theories.
By this point, the discussion had moved well beyond the simple question of whether sound matters. The evidence already suggested that players experience games differently when audio changes. Research was no longer asking whether sound mattered. It had begun asking how games should communicate with their players. That shift naturally pointed towards the future of game audio research, where the challenge is no longer proving that audio influences experience, but understanding which sounds matter most, which forms of feedback guide behaviour most effectively and how interactive systems can communicate with players more clearly, naturally and intelligently.
By the end of the lecture, the original question had changed almost completely. It no longer seemed particularly interesting to ask whether sound matters in games. Few experienced players would seriously argue that it does not. A more revealing question had emerged instead. How should games communicate with their players? Once viewed through that lens, sound becomes much more than an aesthetic choice. It becomes one of the primary ways interactive systems explain themselves.
Such a shift carries important consequences for the future of game design. Advances in graphics have often dominated discussions of technological progress, while audio has frequently been treated as a complementary layer added once the visual experience has been established. Professor Nacke’s work suggests that this sequence deserves to be reconsidered. If sound continually guides attention, confirms actions and shapes decision-making, then it should be regarded as part of the interaction itself rather than something applied afterwards to increase realism or atmosphere.
Sound designers also occupy a rather different position within this way of thinking. Creating convincing effects and emotionally engaging soundtracks remains an essential part of the craft, yet interactive media asks for something more. Every cue becomes part of an ongoing dialogue between player and game. A well-designed sound does not merely create excitement or reinforce mood. It helps players understand where they are, what has changed and how they should respond next. Good game audio therefore succeeds not simply when it sounds impressive, but when it communicates clearly while remaining almost invisible.
Lessons emerging from game audio extend far beyond entertainment. Interactive systems increasingly shape everyday life, from educational software and medical training to vehicle interfaces, industrial control systems and virtual reality. Each depends upon users making accurate decisions within changing environments. Many of those decisions rely upon information that can be communicated more quickly and more intuitively through sound than through visual displays alone. Games therefore provide an unusually rich environment in which to explore how people receive, interpret and act upon information under constantly changing conditions.
Equally revealing was Professor Nacke’s willingness to embrace uncertainty. The physiological experiment did not produce the clear confirmation the researchers had hoped for, yet that outcome ultimately opened more interesting questions than it closed. Which sounds matter most? At what moments do they influence behaviour? How should researchers measure effects that may last only fractions of a second? Scientific progress rarely follows a straight line. Careful experiments often reveal that the next question is more valuable than the original answer.
Looking back to the opening paradox makes that progression easier to appreciate. Players may continue to rank graphics above audio when asked which aspects of a game matter most. Yet the lecture suggests that such judgements overlook the extent to which sound quietly supports many of the qualities they value most. Confident interaction, satisfying feedback, effective learning and a strong sense of presence all depend upon communication between player and system. Much of that communication happens through sound, even when players scarcely notice it.
Future interactive technologies will make these questions even more important. As games and other digital systems become increasingly adaptive, personalised and intelligent, designers will need to think less about individual sensory channels and more about the complete experience of interaction. Sound will remain one of the fastest, richest and most flexible ways of guiding attention without demanding it. Used thoughtfully, it can inform, reassure, warn, encourage and teach, often within fractions of a second.
Professor Nacke’s most enduring contribution may be a simple change in perspective. Game audio is not fundamentally about making virtual worlds louder, more cinematic or more realistic. It is about making interaction intelligible. Every carefully designed cue, every subtle confirmation and every moment of auditory feedback helps players understand a world that exists only through continual exchange between person and system. Sound is not simply something games produce. It is one of the ways games reveal themselves to their players, allowing them to understand, navigate and ultimately master the worlds they inhabit.









