User:SparksCap95/Audio game/Bibliography

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Bibliography[edit]

  • Article 1: Improving User Interface Design of Mobile Audio Games Based on Accessibility Recommendations and Play Log Analysis[1]
    • Defines audio games
    • Describes study of player behavior logs of a particular mobile audio game to find potential problems with UI and determine how they can be mitigated
      • Concluded that an audio description of the screen structure/UI layout and an audio cue letting the user know when improper actions were taken in the UI would be helpful
  • Article 2: Sonification and interaction design in computer games for visually impaired individuals[2]
    • Describes the use of audio in gaming, with a focus on audio games
    • Describes the process of designing games for the visually impaired
    • Discusses Zone BBS, a platform for playing audio games online
    • Describes various examples of audio games
  • Article 3: “Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants[3]
    • Discusses audio games that can be played with virtual assistants like Alexa
    • Discusses gamification to motivate users to continue using the virtual assistants
  • Article 4: Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments[4]
    • Discusses accessibility within the VR realm, particular for the visually impaired
    • Talks about what Virtual Showdown is, and how it was received by the 34 young people that participated in the study
  • Article 5: Pinball for the Visually Impaired -- an Audio Spatialization and Sonification Mobile Game[5]
    • Describes how a pinball audio game for mobile devices works
    • Discusses reception by players

References[edit]

  1. ^ Shionome, Takeaki (2022), "Improving User Interface Design of Mobile Audio Games Based on Accessibility Recommendations and Play Log Analysis", Communications in Computer and Information Science, Cham: Springer International Publishing, pp. 603–611, ISBN 978-3-031-06416-6, retrieved 2023-02-25
  2. ^ Sekhavat, Yoones A.; Azadehfar, Mohammad Reza; Zarei, Hossein; Roohi, Samad (2022). "Sonification and interaction design in computer games for visually impaired individuals". Multimedia Tools and Applications. 81 (6): 7847–7871. doi:10.1007/s11042-022-11984-3. ISSN 1380-7501.
  3. ^ Bräuer, Paula; Mazarakis, Athanasios (2022). ""Alexa, can we design gamification without a screen?" - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants". Computers in Human Behavior. 135: 107362. doi:10.1016/j.chb.2022.107362. ISSN 0747-5632.
  4. ^ Wedoff, Ryan; Ball, Lindsay; Wang, Amelia; Khoo, Yi Xuan; Lieberman, Lauren; Rector, Kyle (2019-05-02). "Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments". Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. CHI '19. New York, NY, USA: Association for Computing Machinery: 1–15. doi:10.1145/3290605.3300371. ISBN 978-1-4503-5970-2.
  5. ^ Berge, Drew; Bettencourt, Danilo; Lageweg, Stanley; Overman, Willie; Zaidi, Amir; Bidarra, Rafael (2020-11-03). "Pinball for the Visually Impaired -- an Audio Spatialization and Sonification Mobile Game". Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. CHI PLAY '20. New York, NY, USA: Association for Computing Machinery: 43–46. doi:10.1145/3383668.3419919. ISBN 978-1-4503-7587-0.