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.
In this chapter, the concept of digital storytelling will be introduced by sketching its historical and intellectual origins from artificial intelligence to current trends. Illustrated by examples and case studies, two main approaches will be presented: a “top down” approach on stories within the context of hightech laboratories and technology, and a “bottom up” approach deriving from private publishing on the Internet such as YouTube’s video stories or the workshop-based digital filmmaking practice hosted by the BBC (UK). The analysis will focus on innovative configurations of media and on the specific implications of video stories on computer mediated communication. Here, the main emphasis will be put on presentation strategies and possible modes of user participation and interaction, with the purpose of clarifying and contributing to future modes of computer mediated storytelling.
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