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Designing Sound for a Pervasive Mobile Game

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... Pervasive Mobile Game. Inger Ekman (et al.) Game Research Lab ... Location-based multiplayer mobile game. Players act as shamans in a mythological spirit world ... – PowerPoint PPT presentation

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Title: Designing Sound for a Pervasive Mobile Game


1
Designing Sound for a Pervasive Mobile Game
  • Inger Ekman (et al.)
  • Game Research Lab
  • University of Tampere
  • inger.ekman_at_uta.fi

2
Pervasive Mobile Games
  • Mobile games not just mobile game devices
  • Mobility part of gaming
  • Location-aware game device
  • Pervasive gaming
  • Playing in relation to physical world activities
  • Game environment superimposed over physical
    world

3
The Songs of North
  • Location-based multiplayer mobile game
  • Players act as shamans in a mythological spirit
    world
  • Playing requires moving around the spirit world,
    casting spells and communicating with spirits and
    other player-shamans
  • Spellcasting by drumming a shaman drum

4
Role of Sounds in the Songs of North
  • Sound information facilitates playing by moving
  • Playing by listening - possible to monitor nearby
    game objects and events without looking at the
    device
  • Alternative way of constructing engaging playing
    experiences
  • Game world aesthetics

5
Sound Design Issues
  • Technical restrictions (N-Gage/Series 60)
  • Memory, frequency response, available channels,
    sound control options,
  • Varying listening conditions
  • General relation of environment sound to game
    world sound
  • Social playability
  • Narration of sound
  • What is the narrative function of sound

6
Play-tests
  • 2 play-tests of the game
  • Version1 June 2004
  • 19 players
  • Version2 May 2005
  • 16 players
  • Qualitative and quantitative data
  • Questionnaires
  • Group interviews
  • Game server log

7
Version 1, Evaluation
  • Sounds generally disliked
  • Design implementation
  • Problems with volume control
  • Problems with speakers/headphones
  • Playing by listening is a very unfamiliar
    activity
  • Some players never realized the function of sound
    for playing
  • Players used to non-informative sound -
    different ways of interpretation
  • Distrusting sound information, reliance on
    visuals, perceived conflicts between information
    sources

8
Version 2, Iteration
  • New sound implementation and modified graphics
  • Tailored for game device sound properties
  • Roles of sound vs. visual more clearly defined
  • Sound real-time, visuals only on demand by
    drumming
  • Investigating new types of information
  • Multiple degrees of information (spell nearby /
    spell type / target / spell pattern)
  • Multiple functions (emotive background ambience /
    social awareness)

9
Thank You!
  • Questions?
  • Inger Ekman
  • inger.ekman_at_uta.fi
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