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“Anyway,”: Two-player Defense Game via Voice Conversation

Published: 15 October 2021 Publication History

Abstract

Conversation is a key element in maintaining social relationships. In contrast to soliloquy, conversation with other people gives various social effects to both speaker and listener. Most voice communication in games had been bound to achieving games goal, thus not fully facilitates social effects. Therefore, we tried to deliver the positive effects of the conversation by gamifying turn-taking communication. With “Anyway,” we present a two-player conversational defense game that uses voice conversation as an input. This game aims to encourage wholesome in-game conversation and to expand the boundary of the game’s use of voice interaction in game. In “Anyway,” players have to proceed with their talk to protect their partner from incoming waves. Spoken words from each player are converted to tetrapod breakwaters that only protect their playmate, which leads to a cooperative game experience. We conducted a preliminary user test and observed positive responses, especially in empathy and behavioral involvement.

Supplementary Material

VTT File (p345-Anyway_CHI_Play_2021.vtt)
Installation and setting of the game, "Anyway" (p345-Anyway_CHI_Play_2021.zip)
MP4 File (p345-Anyway_CHI_Play_2021.mp4)
Supplemental video and captions

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Cited By

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  • (2024)"I Know What You Mean": Context-Aware Recognition to Enhance Speech-Based GamesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642426(1-18)Online publication date: 11-May-2024
  • (2024)Let’s Talk Games: An Expert Exploration of Speech Interaction with NPCsInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338666(1-21)Online publication date: 19-Apr-2024
  • (2023)Controlling Your Voice in a Shouting Match: A Preliminary Study on Fostering Self-Moderation among Gamers through Embodied PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616072(29-35)Online publication date: 6-Oct-2023

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cover image ACM Conferences
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
October 2021
414 pages
ISBN:9781450383561
DOI:10.1145/3450337
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 October 2021

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Author Tags

  1. Defense game
  2. Social game
  3. Speech-To-Text
  4. Voice communication
  5. Voice interaction in game

Qualifiers

  • Extended-abstract
  • Research
  • Refereed limited

Funding Sources

  • 2020 Culture Technology R&D Program by Ministry of Culture, Sports and Tourism and Korea Creative Content Agency (Project Name: Research Talent Training Program for Emerging Technologies in Games)

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CHI PLAY '21
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Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

View all
  • (2024)"I Know What You Mean": Context-Aware Recognition to Enhance Speech-Based GamesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642426(1-18)Online publication date: 11-May-2024
  • (2024)Let’s Talk Games: An Expert Exploration of Speech Interaction with NPCsInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338666(1-21)Online publication date: 19-Apr-2024
  • (2023)Controlling Your Voice in a Shouting Match: A Preliminary Study on Fostering Self-Moderation among Gamers through Embodied PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616072(29-35)Online publication date: 6-Oct-2023

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