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.
|Title of host publication||Mensch und Computer 2015 Workshopband|
|Editors||Anette Weisbecker, Michael Burmester, Albrecht Schmidt|
|Place of Publication||Berlin|
|Number of pages||7|
|Publication status||Published - 28 Aug 2015|
|Name||Mensch & Computer – Tagungsbände / Proceedings|
Fizek, S., Woletz, J., & Beksa, J. (2015). Playing with sound and gesture in digital audio games. In A. Weisbecker, M. Burmester, & A. Schmidt (Eds.), Mensch und Computer 2015 Workshopband (pp. 423-429). (Mensch & Computer – Tagungsbände / Proceedings; Vol. 2015). de Gruyter. https://doi.org/10.1515/9783110443905-061