ABSTRACT
In the past half-decade, advances in voice recognition technology and the proliferation of consumer devices like the Microsoft Kinect have seen a significant rise in the use of voice interaction in games. While the use of player-to-player voice is widespread and well-researched, the use of voice as an input is relatively unexplored. In this paper we make the argument that notions of player and avatar identity are inextricable from the successful implementation of voice interaction in games, and consequently identify opportunities for future research and design.
- Aylett, M.P., Kristensson, P.O., Whittaker, S. & Vazquez-Alvarez, Y. (2014). None of a CHInd: Relationship counselling for HCI and speech technology. In Proc. CHI'14 EA (pp. 749--760). ACM Press. Google ScholarDigital Library
- Bilmes, J. A. et al. (2005). The Vocal Joystick: A voicebased human-computer interface for individuals with motor impairments. In Proc. Human Language Technology and Empirical Methods in NLP (pp. 995--1002). Association for Computational Linguistics. Google ScholarDigital Library
- Carter, M., Gibbs, M., & Arnold, M. (2012). Avatars, characters, players and users: Multiple identities at/in play. In Proc. OzCHI 2011 (pp. 68--71). ACM Press. Google ScholarDigital Library
- Carter, M., Gibbs, M. & Wadley, G. (2013). Death and dying in DayZ. In Proc. 9th International Conference on Interactive Entertainment (article no. 22). ACM Press. Google ScholarDigital Library
- Flynn, S. M., & Lange, B. S. (2010, August). Games for rehabilitation: The voice of the players. In Intl. Conf. Disability, Virtual Reality & Associated Technologies (ICDVRAT 2010) (pp. 185--194).Google Scholar
- Harada, S. et al. (2011). Voice games: Investigation into the use of non-speech voice input for making computer games more accessible. In Proc. INTERACT 2011 (pp. 11--29). Springer Berlin Heidelberg. Google ScholarDigital Library
- Kirkpatrick, G. (2012). Constitutive Tensions of Gaming's Field: UK gaming magazines and the formation of gaming culture 1981--1995. Game Studies, 12(1).Google Scholar
- Layne, A. & Blackmon, S. (2013). Self-Saving Princess: Feminism and post-play narrative modding. A Journal of Gender, New Media and Technology 2, http://adanewmedia.org/2013/6/issue2-layne-blackmon/.Google Scholar
- Loaiza, D. et al. (2013). A video game prototype for speech rehabilitation. In Proc. VS-GAMES 2013 (pp. 14). IEEE.Google Scholar
- Munteanu, C. et al. (2013). We need to talk: HCI and the delicate topic of spoken language interaction. In Proc. CHI'13 EA (pp. 2459--2464). ACM Press. Google ScholarDigital Library
- Navarro-Newball, A.A. et al. (2014). Talking to Teo: Video game supported speech therapy. Entertainment Computing, 5(4), 401--412.Google ScholarCross Ref
- Schreier, J. (2012) You'll "Want to Protect" The New, Less Curvy Lara Croft. Kotaku. http://kotaku.com/5917400/youll-want-to-protect-thenew-less-curvy-lara-croft.Google Scholar
- Sporka, A. et al. (2006) Non-speech input and speech recognition for real-time control of computer games. In ASSETS'06 (pp. 213--220). ACM Press. Google ScholarDigital Library
- Thomsen, M. (2012) New Splinter Cell: Blacklist lets players yell at guards with Kinect. Kill Screen. http://killscreendaily.com/articles/new-splinter-cellblacklist-lets-players-yell-guards-kinect.Google Scholar
- Wadley, G. et al. (2014). Voice in virtual worlds: The design, use and influence of voice chat in online play. Human-Computer Interaction, doi:10.1080/07370024.2014.987346 Google ScholarDigital Library
Index Terms
Player Identity Dissonance and Voice Interaction in Games
Recommendations
Design Patterns for Voice Interaction in Games
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayVoice interaction is increasingly common in digital games, but it remains a notoriously difficult modality to design a satisfying experience for. This is partly due to limitations of speech recognition technology, and partly due to the inherent ...
Frame Analysis of Voice Interaction Gameplay
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsVoice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general ...
Gender and Identity in Game-Modifying Communities
This article discusses the practice of game modification among players of the computer game THE SIMS 2. It draws on a set of email interviews conducted with Finnish players of the game. From a cultural studies and media studies perspective, it considers ...
Comments