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An Analysis of Information Conveyed through Audio in an FPS Game and Its Impact on Deaf Players Experience

Published: 07 November 2011 Publication History

Abstract

Mainstream games usually lack support for accessibility to deaf and hard of hearing people. The popular FPS game Half-Life 2 is an exception, in that it provides well constructed closed captions to players. In this paper, we performed a semiotic inspection on Half-Life 2, seeking to identify which strategies were used to convey information through audio. We also evaluated how the loss of information in each of them may impact players' experience. Our findings reveal that six different strategies are used and how they may compromise player experience.

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  • (2023)Exploring the Use of the SoundVizVR Plugin with Game Developers in the Development of Sound-Accessible Virtual Reality GamesExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585750(1-7)Online publication date: 19-Apr-2023
  • (2022)The Effects of Auditory Latency on Experienced First-Person Shooter PlayersProceedings of Mensch und Computer 202210.1145/3543758.3543760(286-296)Online publication date: 4-Sep-2022
  • (2022)SoundVizVR: Sound Indicators for Accessible Sounds in Virtual Reality for Deaf or Hard-of-Hearing UsersProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3544817(1-13)Online publication date: 23-Oct-2022
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  1. An Analysis of Information Conveyed through Audio in an FPS Game and Its Impact on Deaf Players Experience

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    Published In

    cover image Guide Proceedings
    SBGAMES '11: Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment
    November 2011
    283 pages
    ISBN:9780769546483

    Publisher

    IEEE Computer Society

    United States

    Publication History

    Published: 07 November 2011

    Author Tags

    1. accessibility
    2. deaf
    3. games
    4. hard of hearing
    5. human-computer interaction
    6. semiotic inspection

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    View all
    • (2023)Exploring the Use of the SoundVizVR Plugin with Game Developers in the Development of Sound-Accessible Virtual Reality GamesExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585750(1-7)Online publication date: 19-Apr-2023
    • (2022)The Effects of Auditory Latency on Experienced First-Person Shooter PlayersProceedings of Mensch und Computer 202210.1145/3543758.3543760(286-296)Online publication date: 4-Sep-2022
    • (2022)SoundVizVR: Sound Indicators for Accessible Sounds in Virtual Reality for Deaf or Hard-of-Hearing UsersProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3544817(1-13)Online publication date: 23-Oct-2022
    • (2020)Effect of various spatial auditory cues on the perception of threat in a first-person shooter video gameProceedings of the 15th International Audio Mostly Conference10.1145/3411109.3411119(22-29)Online publication date: 15-Sep-2020
    • (2015)Characterizing gamification strategies in educational mobile applicationsProceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems10.1145/3148456.3148482(1-10)Online publication date: 3-Nov-2015
    • (2012)Uso do MIS para avaliar signos sonorosProceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems10.5555/2393536.2393543(47-56)Online publication date: 5-Nov-2012

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