2019
DOI: 10.4018/978-1-5225-7027-1.ch004
|View full text |Cite
|
Sign up to set email alerts
|

Playing With Auditory Environments in Audio Games

Abstract: Audio games highlight audio as the major narrative, ludic, and interactive element in the process of gaming. These games enroll the players in the process of gaming and distribute agency by translating auditive cues into interactive “pings” and provide a potential for an auditory virtual space. Designed for either blind persons or as “learning software” for hard-of-hearing people, audio games dismiss graphical elements by using the auditory ludic elements and foreground auditory perception as a main condition … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...

Citation Types

0
2
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 22 publications
0
2
0
Order By: Relevance
“…Inspired by ANT and STS, recent academic discourse on digital games and gaming increasingly focused the processual, relational and agential nature of digital gaming arrangements and their related actors (cf. Giddings 2008;Conway und Trevillian 2015;Waldrich 2016;Spöhrer 2018;Huuhka 2019). This consequently means to move away from analyses of games as cultural artifacts, systems or narrative structures to a conceptualization of digital gaming as socio-technical and sensory 'events' (Giddings 2008).…”
mentioning
confidence: 99%
See 1 more Smart Citation
“…Inspired by ANT and STS, recent academic discourse on digital games and gaming increasingly focused the processual, relational and agential nature of digital gaming arrangements and their related actors (cf. Giddings 2008;Conway und Trevillian 2015;Waldrich 2016;Spöhrer 2018;Huuhka 2019). This consequently means to move away from analyses of games as cultural artifacts, systems or narrative structures to a conceptualization of digital gaming as socio-technical and sensory 'events' (Giddings 2008).…”
mentioning
confidence: 99%
“…Rather, Giddings along with others conceives of digital gaming as a situated practice that is entangled in an inseparable arrangement of heterogeneous "part(icipant)s" (cf. 2008. p. 8-10;Conway und Trevillian 2015;Waldrich 2016;Spöhrer 2018) enacted in the event of playing. It is the task of the researcher to identify those practices, agencies, and heterogeneous actors and link them back together, in order to (re-)create a 'gaming event'.…”
mentioning
confidence: 99%