{"title":"Informative sound design in video games","authors":"Patrick Ng, K. Nesbitt","doi":"10.1145/2513002.2513015","DOIUrl":"https://doi.org/10.1145/2513002.2513015","url":null,"abstract":"The importance of sound is quite well known in video games. Although frequently in the past sound was simply used to increase the immersion of the player. Now there is a growing interest in using sound as a means for providing the player with additional information. While the use of sound for displaying information has been a topic of research for a number of years, research into the area of informative sound design for games hasn't been widely investigated as such. As a result proper guidelines for game developers to follow when attempting to design informative sound for a game haven't been broadly established. In addition, there has been almost no work done in considering specific genres such as Real Time Strategy and First-Person Shooter games and how sounds can be best used to provide players with information in these types of games. In this work we review previous approaches to sound design including the use of patterns. We then review these approaches in relation to sound design for both FPS and RTS games. Finally we present some key design patterns in relation to these genres.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114753976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Watch your steps: designing a semi-public display to promote physical activity","authors":"R. Cercos, F. Mueller","doi":"10.1145/2513002.2513016","DOIUrl":"https://doi.org/10.1145/2513002.2513016","url":null,"abstract":"Sedentary time is considered a health risk factor, even when it is compensated with some exercise. Frequent activities of minimal physical exertion throughout the day like walking or climbing stairs are therefore recommended. To promote these activities through social play and collective awareness, we designed a semi-public display that shows the step count of a group of players in near real-time, using a wearable self-monitoring device that senses their physical activity. We included a fictional player that walked at constant speed during the whole day to promote a shared goal. Our preliminary findings suggest that the display motivated players to use a self-monitoring device everyday and enabled new conversations among players without producing privacy issues. Emotional connections with non-collocated participants and creative ways of cheating were also observed. We believe our work highlights the opportunities to extend the potential of self-monitoring devices, which require little effort and resources to be implemented.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121399524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Cermak-Sassenrath, Matthew Martin, J. Gavin, Charles Walker
{"title":"Making cake, swearing, and the indefinite meaning of media","authors":"Daniel Cermak-Sassenrath, Matthew Martin, J. Gavin, Charles Walker","doi":"10.1145/2513002.2513029","DOIUrl":"https://doi.org/10.1145/2513002.2513029","url":null,"abstract":"The Makin' Cake installation [Figures 1--3] is a skill-based competitive single player game with a twist. Players type-in 1950's cake recipes as fast as they can and get points for every word. The twist is extra points are given for swearing. The installation demonstrates that media are transparent to the point of being empty. They do not contain fixed messages that (only) need to be uncovered, recognized or identified, but meaning is always constituted or produced by media users in context. This is an active, creative, on-going and fluent process between the audience and the work. The installation calls for participants to recognize the possibility and, in effect, the necessity to take control, decide what things mean, appropriate media for their own purposes, subvert them, and play with them.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123300350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data","authors":"F. Mueller, W. Walmink","doi":"10.1145/2513002.2513021","DOIUrl":"https://doi.org/10.1145/2513002.2513021","url":null,"abstract":"New sensor technologies, especially for body related activities, offer new opportunities for play, sparking research into new styles of game interactions. However, how this new sensor data can be utilized for engaging play experiences is not yet fully understood. In order to explore this opportunity, we designed Duel Reality, a novel sword-fighting game offering new gameplay experiences through intentionally hiding real-time body data. In order to articulate the opportunities afforded by novel sensing technology around the body, we identify two key concepts around this topic based on our design knowledge and articulate four challenges when creating novel gameplay using these sensors. With our work, we aim to support game designers who are interested in facilitating novel play experiences through the use of emerging sensing technologies that are concerned with the players' bodies.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129503131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards a MOOC game","authors":"Chek Tien Tan","doi":"10.1145/2513002.2513040","DOIUrl":"https://doi.org/10.1145/2513002.2513040","url":null,"abstract":"MOOC, or massive online open course, is the current buzzword in online delivery of higher education. They have enjoyed wide positive reception on the perceived benefits of bringing quality education to anyone willing to learn, but potentially lacks engagement and falls short on delivering several traditional graduate attributes known to be important for higher education. This paper presents the position that a MOOC game can alleviate some of these shortcomings and provides a discussion on how it can be achieved.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130157170","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"\"A restless corpse\": performativity, fetishism and planescape: torment","authors":"Darshana Jayemanne","doi":"10.1145/2513002.2513009","DOIUrl":"https://doi.org/10.1145/2513002.2513009","url":null,"abstract":"This paper explores videogames' aesthetics of performativity. J. L. Austin's notion of performative felicity is a useful concept for the comparative study of videogames. However, Austin treats infelicity (ie. failure) simply as a flawed attempt at a felicitous performance. This relates to his conceptualisation of speech acts as units -- an assumption that performances occur one at a time, and that it is a simple matter to discern which performance is being attempted in order to dispassionately judge its felicity. Evidently, such a scenario is inadequate to the messy complexities of videogame play. This paper proposes that by expanding the notion of infelicity through accounts of fetishism and potentiality it becomes possible to see particular performances not as aggregates of units but as multiplicities. The problem then becomes accounting for how particular performances arise out of the multiplicity of play. This approach is then tested through a close reading of the game Planescape: Torment, a game which instantiates this expanded notion of infelicity at thematic, structural and narrative levels.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116122148","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"E-sports on the rise?: Critical considerations on the growth and erosion of organized digital gaming competitions","authors":"E. Witkowski, B. Hutchins, M. Carter","doi":"10.1145/2513002.2513008","DOIUrl":"https://doi.org/10.1145/2513002.2513008","url":null,"abstract":"At a recent Reddit AMA (Ask Me Anything), Emmett Shear, CEO of Twitch.tv, the leading live video platform for streaming games, claimed that in a decade e-sports will be bigger than athletic sports [7]. While his statement was both hyperbolic and speculative, the particulars were not: e-sports tournaments have spectator numbers in the millions, recent franchise games have logged over a billion hours of gameplay, while experts and amateur e-sports enthusiasts alike regularly broadcast and share their competitive play online [1, 4, 6, 8, 9, 10]. The growing passion for mainstream e-sports is apparent, though there are also interesting, less visible happenings on the periphery of the e-sports media industry - notably, the acts of life and death that happen off the polished main stage. Smaller tournaments have been cut to make way for major e-sports franchises [11]; games with a strong culture of dark play have attempted to encourage esport iterations, encountering conflict where bribery and espionage is interwoven with traditional sporting structures [2]; and third party organizations have created new ways to watch, participate, celebrate, but also profit from one's love of games [3]. In these actions, we find some of the ways in which competitive games and gaming lifestyles are extended, but also often dissolved from the main stages of e-sports. At a broader level, these events allow us to witness the growth and sedimentation of this new socio-technical form. Simultaneously, we observe its erosion as the practices and form of e-sports are subject to the compromises demanded by processes of cultural and audience reception, and attempts to maximise cultural appeal and commercial success. It is in the interplay between this ceaseless growth and erosion that the significance of e-sport can be found. E-sport represents a rare opportunity to observe the historical emergence of interactive gaming in a sporting 'skin', as well as new forms of sports-like competition realised through interactive gaming platforms. The position of this panel moves beyond questions of (sports) disciplinary rivalry to consider how e-sports extend our understanding of sports and competitive games more broadly. Drawing on qualitative studies, theoretical considerations, and practical work, this panel explores the tensions, but also the new \"sporting\" possibilities which emerge in moments of transition -- between the life and death of a tournament, the extension of spectatorship opportunities, the construction of a competitive gaming scene, and the question of how to best conceptualise e-sport at the intersection of gaming and sport.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131581697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"SweatAtoms: materializing physical activity","authors":"R. A. Khot, F. Mueller, L. Hjorth","doi":"10.1145/2513002.2513012","DOIUrl":"https://doi.org/10.1145/2513002.2513012","url":null,"abstract":"Visualization plays an important role in motivating users towards physical activity. In this paper, we present a novel approach to represent physical activity in the form of material artifacts. We have designed a system called SweatAtoms that builds material artifacts using the measured heartbeat data during the physical activity. By crafting such material artifacts, our aim is to harness physical activity as a medium for self-expression and make the experience of participating in physical activity more engaging beyond screen-based feedback. This paper describes the implementation and design of the SweatAtoms system. We hope our work can inspire fellow interaction designers and researchers to consider the role of materiality while designing interactive technology to support physical activity.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116541496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing for depth: underwater play","authors":"Sarah Jane Pell, F. Mueller","doi":"10.1145/2513002.2513036","DOIUrl":"https://doi.org/10.1145/2513002.2513036","url":null,"abstract":"The underwater domain is an alluring 'other world', inviting of human-aquatic interactivity and bodily play and yet it is also an extreme environment as it is inhospitable to support human life without external air-supply. Playful interactions are therefore matters of life and death in the underwater domain. We correlated data on human-aquatic interactions and narcosis with a range of game design principals to produce a design pallet for digital underwater play from water level to 30m depth. We also present a proof-of-concept system called Gravity Well as an exemplary research tool. Through our work, we aim to inspire other researchers and designers to consider creating digital play in and under water.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121330049","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Managing cyber-bullying in online educational virtual worlds","authors":"Diego Fernando Gutierrez Aponte, Deborah Richards","doi":"10.1145/2513002.2513006","DOIUrl":"https://doi.org/10.1145/2513002.2513006","url":null,"abstract":"Online Educational Virtual Worlds offer promise that is currently not being realised because of potential threats to the child's safety and wellbeing. This paper seeks to better understand the behavioural and psychological issues, particularly relating to cyber-bullying, faced by school children when they are online and what solutions currently exist. As an outcome of this understanding we make recommendations regarding how cyber-bullying should be managed in educational virtual worlds taking a hybrid approach involving policy, technology and non-technology based solutions.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126628813","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}