Playing with sound and gesture in digital audio games
Research output: Contributions to collected editions/works › Article in conference proceedings › Research › peer-review
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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/works › Article in conference proceedings › Research › peer-review
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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 -