Playing with sound and gesture in digital audio games

Research output: Contributions to collected editions/worksArticle in conference proceedingsResearchpeer-review

Standard

Playing with sound and gesture in digital audio games. / Fizek, Sonia; Woletz, Julie; Beksa, Jarosław.

Mensch und Computer 2015 - Workshop. ed. / Anette Weisbecker; Albrecht Schmidt; Michael Burmester. Walter de Gruyter GmbH, 2015. p. 423-430 (Mensch und Computer 2015 - Workshop).

Research output: Contributions to collected editions/worksArticle in conference proceedingsResearchpeer-review

Harvard

Fizek, S, Woletz, J & Beksa, J 2015, Playing with sound and gesture in digital audio games. in A Weisbecker, A Schmidt & M Burmester (eds), Mensch und Computer 2015 - Workshop. Mensch und Computer 2015 - Workshop, Walter de Gruyter GmbH, pp. 423-430, 21st International Workshop on Intelligent and Personalized Human-Computer Interaction, ABIS 2015, Held at Humans and Computers 2015 Conference, Stuttgart, Germany, 06.09.15.

APA

Fizek, S., Woletz, J., & Beksa, J. (2015). Playing with sound and gesture in digital audio games. In A. Weisbecker, A. Schmidt, & M. Burmester (Eds.), Mensch und Computer 2015 - Workshop (pp. 423-430). (Mensch und Computer 2015 - Workshop). Walter de Gruyter GmbH.

Vancouver

Fizek S, Woletz J, Beksa J. Playing with sound and gesture in digital audio games. In Weisbecker A, Schmidt A, Burmester M, editors, Mensch und Computer 2015 - Workshop. Walter de Gruyter GmbH. 2015. p. 423-430. (Mensch und Computer 2015 - Workshop).

Bibtex

@inbook{e10739875b594b5290b805b68b4dc850,
title = "Playing with sound and gesture in digital audio games",
abstract = "This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University L{\"u}neburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.",
keywords = "Media and communication studies",
author = "Sonia Fizek and Julie Woletz and Jaros{\l}aw Beksa",
year = "2015",
month = aug,
day = "1",
language = "English",
series = "Mensch und Computer 2015 - Workshop",
publisher = "Walter de Gruyter GmbH",
pages = "423--430",
editor = "Anette Weisbecker and Albrecht Schmidt and Michael Burmester",
booktitle = "Mensch und Computer 2015 - Workshop",
address = "Germany",
note = "21st International Workshop on Intelligent and Personalized Human-Computer Interaction, ABIS 2015, Held at Humans and Computers 2015 Conference, ABIS 2015 ; Conference date: 06-09-2015 Through 09-09-2015",
url = "https://ea-tel.eu/call-for-papers/abis-2015-21st-international-workshop-on-intelligent-and-personalized-human-computer-interaction",

}

RIS

TY - CHAP

T1 - Playing with sound and gesture in digital audio games

AU - Fizek, Sonia

AU - Woletz, Julie

AU - Beksa, Jarosław

N1 - Conference code: 21

PY - 2015/8/1

Y1 - 2015/8/1

N2 - This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.

AB - This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.

KW - Media and communication studies

UR - http://www.scopus.com/inward/record.url?scp=85029413765&partnerID=8YFLogxK

M3 - Article in conference proceedings

AN - SCOPUS:85029413765

T3 - Mensch und Computer 2015 - Workshop

SP - 423

EP - 430

BT - Mensch und Computer 2015 - Workshop

A2 - Weisbecker, Anette

A2 - Schmidt, Albrecht

A2 - Burmester, Michael

PB - Walter de Gruyter GmbH

T2 - 21st International Workshop on Intelligent and Personalized Human-Computer Interaction, ABIS 2015, Held at Humans and Computers 2015 Conference

Y2 - 6 September 2015 through 9 September 2015

ER -