2015
DOI: 10.1007/978-1-4471-6708-2_11
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Audio Games: Investigation of the Potential Through Prototype Development

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Cited by 8 publications
(3 citation statements)
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“…Players need to interpret the meaning of the spoken words, in order to find the right path and pursue the game's objectives. An interactive audio story with both historical and fantasy elements can thus be shaped via monologues and/or dialogues, which are often binaurally recorded to enhance player's immersion in the audio-represented world [2,33].…”
Section: Speech In Ag Designmentioning
confidence: 99%
See 1 more Smart Citation
“…Players need to interpret the meaning of the spoken words, in order to find the right path and pursue the game's objectives. An interactive audio story with both historical and fantasy elements can thus be shaped via monologues and/or dialogues, which are often binaurally recorded to enhance player's immersion in the audio-represented world [2,33].…”
Section: Speech In Ag Designmentioning
confidence: 99%
“…Their evolution differs significantly from that of video games, in which ocularcentrism has to a great extent limited sound to a merely ornamental role. AGs have managed to exploit the benefits of ever-changing new media, from text-to-speech computer software to handheld electronic devices, and from arcade consoles to mobile applications and augmented reality environments, thus shaping novel game mechanics and in some cases producing popular titles [2]. Yet, AGs are still a long way from addressing a wide audience as their visual counterparts do.…”
Section: Introductionmentioning
confidence: 99%
“…The exclusion of the visual in favor of the auditory channel results in more subjective interpretation and thus boosts players' fantasy [12]. Furthermore, turning graphics off to rely on purely audio stimuli can result in increased immersion in the virtual environment: one such research compared playing AG with visual aids turned on and off [13], while another suggested that players gain physical freedom in their spatial behavior within a 360 • field of actions when no longer confined by looking at a screen [14].…”
Section: The Evolution and Characteristics Of Audio Gamesmentioning
confidence: 99%