2016 DiGRA/FDG '16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG
Röber Niklas Masuch Maic
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play
Talking about games refers in today’s world often to the play of audio-visual computer games. Since their first introduction in the 1960s, computer games have evolved in many ways and are today one of the fastest growing industries. Besides the classic visual games, another niche has emerged over the last decade: audio-only computer games. The main difference to conventional games is that these games can only be played and perceived through sound and acoustics. Although, initially developed by and for the visually impaired community, these games posses huge potentials for mobile (transportable) gaming and can be enjoyed by all hearing. In this work we present an overview of audio-only games, and discuss the methods and techniques to play and design such auditory worlds. We further explore the evolved genres and address the advantages, as well as the limitations of audio based gaming. Our work is motivated by our own research in this area and the development of a framework, which allows an easy design and setup of audio-only computer games.
2002 Computer Games and Digital Cultures Conference Proceedings
This paper provides a description and applicable models of the concept of interaction in the context of multi-player games. The description is not restricted to the level of current implementations. More concrete takeaway consists of the conceptual interaction model and the hierarchical interaction model, which can be used as basic guidelines for richer interaction design. Furthermore, the empirical part describes several cases providing deeper insight into the area of combining games and academic research.
Klabbers Jan H.G.
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up
Following Huizinga’s view, the play element of culture is emphasized. While playing, by means of rules, the participants in a game interact with one another to impact on the reference system. Thousands of simulation games are available that depict many different areas and purposes of use. The variety of the gaming landscape is illustrated by linking the various foci and areas of interest in one scheme. To see the wood for the trees, the generic model of games is presented, based on the three interconnected building blocks: actors, rules, and resources. I will point out that even if games have similar forms, their purpose, subject matter, content, context of use, and intended audience(s), may be very different. A framework for constructing, deconstructing and classifying games emerges, based on the combination of the three building blocks with elements of a semiotic theory of gaming: syntax, semantics and pragmatics.