Skip to main content

The Audio Adventurer: Design of a Portable Audio Adventure Game

  • Conference paper
Fun and Games (Fun and Games 2008)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 5294))

Included in the following conference series:

Abstract

In this paper we describe the design of a portable device for playing audio adventure games. This device enables the player to explore an audio world, interact with it, and solve challenges while a narrative evolves. To avoid the difficulties that can arise when freely navigating open spaces in audio-only worlds, we structured our audio world as a network of paths. Different ways of panning the audio to fit this model are proposed. Two initial rotational devices for navigating the audio world were created and evaluated: a relative and an absolute one. The relative one was worked out to a final prototype. Inventory functionality was added to increase the interactive possibilities and to make the device more expressive. Initial reactions were positive, but additional content and experiments are needed to investigate whether the Audio Adventurer can offer a long-lasting immersive and engaging experience.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Grimshaw, M., Schott, G.: Situating Gaming as a Sonic Experience: The Acoustic Ecology of First-Person Shooters. In: Situated Play, Proceedings of DIGRA, Digital Games Research Association, University of Tokyo, Tokyo, Japan (2007)

    Google Scholar 

  2. Huiberts, S., van Tol, R.: IEZA: A framework for Game Audio (2008), http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php

  3. Stockburger, A.: The game environment from an auditive perspective. In: Level Up, Proceedings of DIGRA, Digital Games Research Association, Utrecht University, Utrecht, The Netherlands (2003)

    Google Scholar 

  4. Jacobson, D.: Presence revisited: imagination, competence, and activity in text-based virtual worlds. CyberPsychology & Behavior 4, 653–673 (2001)

    Article  Google Scholar 

  5. Friberg, J., Gärdenfors, D.: Audio games: New perspectives on game audio. In: Advances in Computer Entertainment Technology 2004, Singapore (2004)

    Google Scholar 

  6. van Tol, R., Huiberts, S.: Audiogames Website, http://www.audiogames.net

  7. Rober, N., Masuch, M.: Leaving the Screen: New Perspectives in Audio-Only Gaming. In: 11th International Conference on Auditory Display (ICAD), Limerick, Ireland (2005)

    Google Scholar 

  8. Tanguay, D.: A guide to create the ideal adventure game (1999), http://www.adventureclassicgaming.com/index.php/site/features/105/

  9. Mendels, P.: The Audio Adventurer. Unpublished Master Thesis, Eindhoven University of Technology, Eindhoven, The Netherlands (2007), http://www.relmuis.nl/AudioAdventurer

  10. Pin Interactive: Terraformers. PC-game (2003), http://www.terraformers.nu/

  11. Bavisoft: Chillingham. PC-game, http://www.bavisoft.com/chillingham.htm

  12. Furini, M.: Beyond passive audiobook: How digital audiobooks get interactive. In: Proceedings of the IEEE Consumer Communication & Networking 2007 (CCNC 2007), Las Vegas, NV (2007)

    Google Scholar 

  13. Röber, N., Huber, C., Masuch, M.: Interactive audiobooks: combining narratives with game elements. In: Göbel, S., Malkewitz, R., Iurgel, I. (eds.) TIDSE 2006. LNCS, vol. 4326, pp. 358–369. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  14. Ryan, M.: Narrative as Virtual Reality. John Hopkins University Press, Baltimore (2001)

    Google Scholar 

  15. Cohen, Y., Dekker, J., Hulskamp, A., Kousemaker, D., Olden, T., Taal, C., Verspaget, W.: Demor - Location based 3D Audiogame (2004), http://www.demor.nl

  16. Ullmer, B., Ishii, H.: Emerging frameworks for tangible user interfaces. IBM System Journal 39(3-4), 915–931 (2000)

    Article  Google Scholar 

  17. Frens, J.W.: Designing for Rich Interaction: Integrating Form, Interaction, and Function. Unpublished Doctoral Dissertation, Eindhoven University of Technology, Eindhoven, The Netherlands (2006), http://www.richinteraction.nl

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Mendels, P., Frens, J. (2008). The Audio Adventurer: Design of a Portable Audio Adventure Game. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W., Rowland, D. (eds) Fun and Games. Fun and Games 2008. Lecture Notes in Computer Science, vol 5294. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-88322-7_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-88322-7_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-88321-0

  • Online ISBN: 978-3-540-88322-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics