Abstract
Sound plays a critical role in virtual reality (VR), shaping attention, narrative comprehension, emotional engagement, and experiential plausibility under conditions of embodiment and user agency. Although a growing body of research addresses VR audio techniques, perceptual effects, and sound taxonomies, existing approaches remain fragmented and largely descriptive. In particular, they do not provide a unifying, VR-specific account of how sound meaning and emotional intent are operationally linked to user agency and non-linear narrative progression. This paper presents a narrative review of selected literature spanning game audio frameworks, immersive sound design, narrative theory, and plausibility-related research in games and VR. Through synthesis of these perspectives, the review identifies a conceptual gap in current research, namely the absence of a VR-specific, agency-coupled sound design framework for structuring sound meaning and emotional intent in support of experiential plausibility as users actively shape events in interactive VR environments.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of AES 160th Convention 2026 |
| Number of pages | 11 |
| Publisher | Journal of the Audio Engineering Society |
| Publication date | 2026 |
| Article number | 10260 |
| Publication status | Published - 2026 |
| Event | 160th AES European Convention - Technical University of Denmark, Lyngby, Denmark Duration: 28 May 2026 → 30 May 2026 |
Conference
| Conference | 160th AES European Convention |
|---|---|
| Location | Technical University of Denmark |
| Country/Territory | Denmark |
| City | Lyngby |
| Period | 28/05/2026 → 30/05/2026 |
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