Abstract:
The use of virtual reality (VR) has seen significant recent growth and presents opportunities for usein many domain areas. The use of head-mounted displays (HMDs) also presents uniqueopportunities for the implementation of audio feedback congruent with head and bodymovements, thus matching intuitive expectations. However, the use of audio in VR is stillundervalued and there is a lack of consistency within audio-centedd research in VR. To addressthis shortcoming and present an overview of this area of research, we conducted a scopingreview (n= 121) focusing on the use of audio in HMD-based VR and its effects on user/play experience. Results show a lack of standardization for common measures such as pleasantness and emphasize the context-specific ability of audio to influence a variety of affective, cognitive, and motivational measures, but are mixed for presence and generally lacking for social experiences and descriptive research.