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The blindfold soundscape game: a case for participation-centered gameplay experience design and evaluation

Published: 18 September 2013 Publication History

Abstract

In this paper we report on a game design exercise that focus on the sensoriality and sensemaking participant dimensions for conceiving and evaluating gameplay experience, by framing design intentions, artifact characteristics and user participation. Through this exercise we were able to build understandings of user participation in the soundscape constituting the gameplay scenario. By employing a goal-question-metric approach we demonstrated the viability of using the participation-centric gameplay model dimensions as a basis for the synthesis of gameplay participation indicators and metrics, and their analysis in the context of interactions with a game as soundscape.

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Cited By

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  • (2021)Aesthetic Perspectives on Computational Media DesignEntertainment Computing – ICEC 202110.1007/978-3-030-89394-1_42(482-488)Online publication date: 2-Nov-2021
  • (2020)ChartVisionProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426644(1-10)Online publication date: 26-Oct-2020
  • (2020)Contrasts and similarities between two audio research communities in evaluating auditory artefactsProceedings of the 15th International Audio Mostly Conference10.1145/3411109.3411146(183-190)Online publication date: 15-Sep-2020
  • Show More Cited By

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Published In

cover image ACM Conferences
AM '13: Proceedings of the 8th Audio Mostly Conference
September 2013
132 pages
ISBN:9781450326599
DOI:10.1145/2544114
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 September 2013

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Author Tags

  1. game design
  2. gameplay testing
  3. metrics
  4. participation
  5. sound design
  6. user experience

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  • Research-article

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AM '13
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AM '13: Audio Mostly 2013
September 18 - 20, 2013
Piteå, Sweden

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Overall Acceptance Rate 177 of 275 submissions, 64%

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Cited By

View all
  • (2021)Aesthetic Perspectives on Computational Media DesignEntertainment Computing – ICEC 202110.1007/978-3-030-89394-1_42(482-488)Online publication date: 2-Nov-2021
  • (2020)ChartVisionProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426644(1-10)Online publication date: 26-Oct-2020
  • (2020)Contrasts and similarities between two audio research communities in evaluating auditory artefactsProceedings of the 15th International Audio Mostly Conference10.1145/3411109.3411146(183-190)Online publication date: 15-Sep-2020
  • (2019)A Canvas for Participation-Centered Game DesignProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347154(521-532)Online publication date: 17-Oct-2019
  • (2015)Blind RunningProceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play10.1145/2793107.2810308(649-654)Online publication date: 5-Oct-2015

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