Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858172
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Scaffolding Player Location Awareness through Audio Cues in First-Person Shooters

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Cited by 26 publications
(6 citation statements)
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“…Our previous research on computer games spans various ages of players, ranging from a focus on children with developmental disabilities [ 95 ] to the elderly who live in institutionalized care [ 96 ]. Although we sometimes focus our research on committed players who self-identify as gamers [ 97 ] or play specific games [ 98 , 99 ], our use of crowdsourcing platforms (such as AMT used in this study) to gather data and conduct experiments allows us to access a broad and representative sample of people who enjoy playing a diverse range of digital games [ 34 , 43 , 92 ]. In creating game-based interventions for mental health issues, designers do not need to be concerned that their solutions will only appeal to a narrow group of people with specific gaming interests.…”
Section: Discussionmentioning
confidence: 99%
“…Our previous research on computer games spans various ages of players, ranging from a focus on children with developmental disabilities [ 95 ] to the elderly who live in institutionalized care [ 96 ]. Although we sometimes focus our research on committed players who self-identify as gamers [ 97 ] or play specific games [ 98 , 99 ], our use of crowdsourcing platforms (such as AMT used in this study) to gather data and conduct experiments allows us to access a broad and representative sample of people who enjoy playing a diverse range of digital games [ 34 , 43 , 92 ]. In creating game-based interventions for mental health issues, designers do not need to be concerned that their solutions will only appeal to a narrow group of people with specific gaming interests.…”
Section: Discussionmentioning
confidence: 99%
“…Audio can serve many functions within an interactive experience [18]. In games audio can provide specific information to a player [20], improve performance [19], affect player behaviour (e.g. increase risk taking [36]) and facilitate immersion/enjoyment [11,36].…”
Section: Aural Presence In Vrmentioning
confidence: 99%
“…A bad example of this would be to play calm music when the game is at a climax. Moving from general music to specific sound effects and audio cues, it has been seen that directional or 3D sound effects help the players know more about their environment, such as knowing the position of other players [11]. These 3D sound effects include sound like footsteps and other movement sound.…”
Section: A Sound/ Sound Designs In Video Gamesmentioning
confidence: 99%