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ABSTRACT aural stimuli [7]. The majority of AOGs have been developed by
Audio-Games (AGs) are electronic games that feature partially or and for the blind and visually impaired community and are mostly
completely auditory interfaces to express the game’s plot and available as offline computer applications. ABGs are addressed as
mechanics. The required concentration on sonic information offline, online and lately mobile applications to a broader
makes AGs a suitable medium not only for entertainment, but also audience, since the limited use of graphics makes them friendlier
for education on (and not limited to) music and sound studies to players who are not accustomed to eye-free interfaces.
curricula. This paper presents a novel educational AG entitled The application of educational theories on computer games,
Kronos that implements a role-playing scenario to facilitate the as well as the interactivity that computer games, unlike other
sonification of the relevant curriculum and to create an forms of entertainment, such as books, music and movies, can
educational platform that combines an audio-based gaming provide, have made them an increasingly used medium for
environment with a musical instrument. In that process a education [25]. Particularly in AGs, players need to focus on aural
methodology suggested by the authors has been used. The sonic stimuli, in order to understand and accomplish the game-play
symbols assigned to create the game’s narrative content will be tasks. The reduction or exclusion of visual information can
explained and future developments will be mentioned. enhance the acquisition of skills, such as memory and
concentration [23]. Furthermore, AGs can introduce everyone,
Categories and Subject Descriptors even non-musicians, to musical concepts and principles, by
serving as platforms, on which players experiment and realize
K.8.0 Games their ideas [1]. Thus, AG-design can play a groundbreaking role
in research and education especially on curricula related to music
General Terms and sound studies.
Design
Despite those developments, most of the existing literature and
research on AG -design focuses on accessibility issues and not on
Keywords mechanics, navigation, plot or narration. There are some
Audio Games, Role-Playing Games, Game Design, Education, approaches that aim at formulating a set of specific guidelines to
Sonification, Composition aid designers in creating AGs. One such approach defines some
suggestions, by focusing on a player’s interaction with the game’s
1. INTRODUCTION auditory information [16]. Another approach focuses on
Audio-Games (AGs) are electronic games, whose content is techniques to achieve sonic orientation, consistency, economy and
conveyed through sound. AG-design has developed various self-awareness [4], while another concludes fifty design
techniques to express in an eye-free auditory way all the necessary guidelines for AGs arranged in categories, including for example
information for the game’s setup, navigation, game-play the use of sounds to describe the status of objects or characters
mechanics and progress. The absence or presence of visual stimuli and the presence of an audio tutorial to help first-time players to
divides AGs into two groups: a) The Audio-Only-Games (AOGs), get accustomed with the game [8].
which make absolutely no use of visual stimuli and b) the Audio-
The authors of the paper at hand have conducted research on the
Based Games (ABGs), in which some visual elements are used,
uncharted area of educational AG-design and formulated a
but only in a supportive way to facilitate the better perception of
methodology to aid designers in creating AGs for educational
Permission to make digital or hard copies of all or part of this work for purposes [18]. Among others, they advise educational-AG
personal or classroom use is granted without fee provided that copies are designers to organize their composition in four stages: 1) the
not made or distributed for profit or commercial advantage and that definition of the educational goal and selection of the most
copies bear this notice and the full citation on the first page. Copyrights appropriate AG sub-genre 2) the definition and organization of
for components of this work owned by others than ACM must be the curriculum 3) the research on the specific learning conditions
honored. Abstracting with credit is permitted. To copy otherwise, or
and the existing similar applications and 4) the composition of the
republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee. Request permissions from narrative content through sonic symbols (Figure 1.). In essence,
Permissions@acm.org. the first three stages try to deal with basic design issues and to
AM ’14, October 01 - 03 2014, Aalborg, Denmark create a conceptual template, on which the designers can apply
Copyright 2014 ACM 978-1-4503-3032-9/14/10…$15.00. their imagination in the last stage.
http://dx.doi.org/10.1145/2636879.2636902
The following chapters will explain in detail the design of the the performance and establish the game-context, while the second
educational-AG case-study Kronos. Each chapter deals with a would provide infinite freedom for expression and improvisation,
different stage of the methodology that was followed. The last thus constituting the instrument-context. Therefore, a sub-genre
chapter discusses potential future developments of the project. that could combine the essence of a game with the essence of an
instrument had to be selected.