{"title":"2K-Reality: An Acoustic Sports Entertainment Augmentation for Pickup Basketball Play Spaces","authors":"T. Ryan, J. Duckworth","doi":"10.1145/3123514.3123529","DOIUrl":null,"url":null,"abstract":"In this paper we describe 2K-Reality; an acoustic sports entertainment augmentation designed to enhance the enjoyment of playing and watching the cultural practice of pickup basketball. 2K-Reality is an interactive digital artefact for pickup basketball play spaces that recontextualises sounds appropriated from a National Basketball Association (NBA) videogame to create interactive sonic experiences for players and spectators. We discuss how the design blends NBA videogames and real basketball play spaces using broadcast-style commentary, stadium-style crowd sound effects and contemporary music break beats activated by spectators interacting with a touchscreen interface connected to a public address (PA) system. Using an ethnographic approach, we analyse the different ways spectators orchestrate the different sounds, and the subsequent effects 2K-Reality soundscapes had on social interactions and the experiences of playing and watching pickup basketball. We conclude from our study that 2K-Reality is a demonstration of a compliant sports augmentation, a term we use to describe a digital enhancement of playing and watching grassroots sports without modifying existing spatial, temporal and cultural practices or the standards codified by a sport's governing body.","PeriodicalId":282371,"journal":{"name":"Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences","volume":"122 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3123514.3123529","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
In this paper we describe 2K-Reality; an acoustic sports entertainment augmentation designed to enhance the enjoyment of playing and watching the cultural practice of pickup basketball. 2K-Reality is an interactive digital artefact for pickup basketball play spaces that recontextualises sounds appropriated from a National Basketball Association (NBA) videogame to create interactive sonic experiences for players and spectators. We discuss how the design blends NBA videogames and real basketball play spaces using broadcast-style commentary, stadium-style crowd sound effects and contemporary music break beats activated by spectators interacting with a touchscreen interface connected to a public address (PA) system. Using an ethnographic approach, we analyse the different ways spectators orchestrate the different sounds, and the subsequent effects 2K-Reality soundscapes had on social interactions and the experiences of playing and watching pickup basketball. We conclude from our study that 2K-Reality is a demonstration of a compliant sports augmentation, a term we use to describe a digital enhancement of playing and watching grassroots sports without modifying existing spatial, temporal and cultural practices or the standards codified by a sport's governing body.