Conference Paper

Designing Immersive Sound for a Pervasive Mobile Game.

Conference: Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada
Source: DBLP
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Available from: Frans Mäyrä
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    ABSTRACT: Game audio has been suggested as a means of enhancing the play experiences on mobile devices. However, the field has seen little practical research on the subject. This study investigated the role of sound design in a mobile pervasive game in a prototype mobile game called The Songs of North. We examine the challenges faced by designers of mobile sound and demonstrate how some of the challenges can be overcome. Our design demonstrates how using sounds as a primary information channel can facilitate the use of physical movement as a main game mechanics. However, results from user tests highlight that using sound to convey information is an unfamiliar game mechanic to sighted players. Pervasive game sound also challenges the players' personal sound environment as it competes with music and causes social disturbance. We discuss the implications on mobile game sound in general and suggest directions for future work.
    Full-text · Conference Paper · Jan 2007
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    ABSTRACT: Mobile phones are a widespread platform for ICT applications because they are highly pervasive in contemporary society. Hence, we can think of mobile gaming as a serious candidate to being a prominent form of entertainment in the near future. However, most games (for computers, console and mobile devices) make extensive use of the visual medium, which tends to exclude visually-impaired users from the play. While mobile gaming could potentially reach many visually-impaired users, who are very familiar with this technology, currently there seems to be only very few alternatives for this community. In an attempt to explore new interactive possibilities for such users, this work presents an initial study on non-visual interfaces for mobile phone games. It is based on Semiotic Engineering principles, emphasizing communication through aural, tactile and gestural signs, and deliberately excluding visual information. Results include a number of issues that can be incorporated to a wider research agenda on mobile gaming accessibility, both for the visually-impaired and sighted.
    Preview · Article · Mar 2009 · Journal of the Brazilian Computer Society