4 research outputs found
‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players. Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them
‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players. Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them
‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players. Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them
Transdiegetic Sound and auditory immersion in an asymmetrical cooperative game
This research is looking to determine how sound interaction, in particular transdiegetic
sound, as a core mechanic affects player immersion in an asymmetrical cooperative game.
Sound design is crucial for increasing player immersion within single player game
experiences, but the issues arises in a multiplayer context where communicating with other
players can break this in-game immersion
There is rich potential of exploring the game design possibilities of separating the sensory
modalities between two players and exploring how the restricted information is conveyed
and consequently how this affects player immersion. This research expands upon this by
examining the interplay between four game design patterns; transdiegetic sound, player
communication, asymmetrical gameplay and immersive experiences.
This project developed a game which requires one player to wear a pair of headphones and
be prevented from viewing the game screen. The other player is able to see the game
screen and have the controls to move around the game environment but is not able to hear
audio cues from within the virtual space; this only being audible to the player wearing the
headphones. The research suggests that the novel design approach highlights how current
methods of measuring player immersion such as questionnaires may not always be
appropriate due to the assumptions they contain within the questions they ask.
The results also suggests that whilst the relationship between transdiegetic sound and
asymmetrical gameplay may not appear to be significant, there is an interplay between
these mechanics that influences the immersive experience for the player. This project
proposes that future work considers this interplay and avoids attempting to analyse how a
design pattern determines player immersion in isolation but that it considers how it
behaves it relation to the other design choices within the game