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This presentation explores the multimodal sonification of the away count for bingo cards. Results show that supplemental sonification helps reduce player error.
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Player-Game Interaction Research
University of Nevada, Reno
Supplemental Sonification of a Bingo Game
Daniel Ramos, Eelke Folmer - FDG’11, Bordeaux
Player-Game Interaction Research
University of Nevada, Reno
Why How do we play games?
1.Game provides feedback {visual,audio,haptic}2.Player determines in game response (shoot)3.Player provides input (press button)4.goto 1 until gameover or finished
POW
Bzzzzzz
Player-Game Interaction Research
University of Nevada, Reno
Generalize steps
1. feedback2. up/down3. button
1. feedback2. left/right/gas3. wheel
1. feedback2. left/right/shoot3. button / mouse
pong mario kart fps
Player-Game Interaction Research
University of Nevada, Reno
Gameplay State Machine
Stimulus
Player-Game Interaction Research
University of Nevada, Reno
Choice Response Task
visualRespon
se+
audioRespon
se
haptic+
Response
multimodal representation:
performance++
error--
Player-Game Interaction Research
University of Nevada, Reno
Role of Feedback
POW
Bzzzzzz
Stimulus
Player-Game Interaction Research
University of Nevada, Reno
Video Games
visualRespon
se+
audioRespon
se ?
Player-Game Interaction Research
University of Nevada, Reno
Research Question
Can supplemental sonification increase performance & reduce player errors?
Player-Game Interaction Research
University of Nevada, Reno
What is Bingo
Patterns»horizontal»vertical»diagonal
1648 63Ball calls
Multiple Bingos» single line» full card
“Bingo”
Player-Game Interaction Research
University of Nevada, Reno
is Bingo a Video game?
»Up to 100 cards»Shows cards closest to Bingo»jurisdiction determines how bingo is played
Player-Game Interaction Research
University of Nevada, Reno
Bingo is BIG business
»Charitable Bingo -> 1.8 Billion (US)»WoW -> 1.0 Billion (worldwide)
2009
Player-Game Interaction Research
University of Nevada, Reno
Why Bingo?
Simple Finite ~bingo <24 callsControllable
Player-Game Interaction Research
University of Nevada, Reno
Who plays Bingo?
Player-Game Interaction Research
University of Nevada, Reno
Bingo Demographics
57% female11% age 65 and up20% are 18-24 year olds (UK)Online bingo > 20% market
share
Player-Game Interaction Research
University of Nevada, Reno
avoiding a sleeper
Bingo casino halls are crowded / noisyplayers more likely to have sensory
impairment due to their ageplayers play with a large number of cards
Player-Game Interaction Research
University of Nevada, Reno
Sonification
Displaying data in non speech audio»Geiger counter
Types of sonification:»Volume»Pitch»Timbre {instruments}»Frequency of a repetitive cue»Audio Icons
Sensory substitutionAudio Games (users with visual impairments)
Player-Game Interaction Research
University of Nevada, Reno
Simulator
Player-Game Interaction Research
University of Nevada, Reno
Simulator
Player-Game Interaction Research
University of Nevada, Reno
Away Count
AC is the smallest value for any pattern
ac = two ac = three
Player-Game Interaction Research
University of Nevada, Reno
Types of sonification
Types»Pitch {99hz, 119hz, 156hz, 193hz}»Timbre {piano, cello, organ, pan flute}»Audio Icons {dog, jackhammer, cash register, audience clapping}
Length ~ 1 secondOnly sonify when AC changes for a card
Player-Game Interaction Research
University of Nevada, Reno
Test Away Count
random intervals (avg 6 calls between test)log:
»value of provided AC and AC for each card»time it takes to do test
QuickTime™ and a decompressor
are needed to see this picture.
Player-Game Interaction Research
University of Nevada, Reno
Demo
Player-Game Interaction Research
University of Nevada, Reno
User study
9 participants2 female / 7 maleage = 41.2 (SD=12.8)Expert Bingo PlayersNo impairments
Versions {none, pitch, audiocon, timbre}Randomized & Balanced4 Tests or BingoQuestionnaire
Player-Game Interaction Research
University of Nevada, Reno
Results
SignificantP<0.05
No Significant p> 0.05
Timbre > NoneAudioIcons > NonePitch <> NoneAudioIcons <> Timbre
Post Hoc Tests
Player-Game Interaction Research
University of Nevada, Reno
Qualitative results
all subjects felt sonification helped»5 preferred audio icons»2 preferred pitch»1 preferred timbre»1 preferred timbre & pitch
Player-Game Interaction Research
University of Nevada, Reno
Discussion & future work
Semiotics of audio iconsSonification can be
facilitated on most daubers
Test with sensory impaired
Use in other gamesExplore haptic feedback
drop 7
Player-Game Interaction Research
University of Nevada, Reno
Qquestions
?