Playing With Auditory Environments in Audio Games: Snake 3D

Playing With Auditory Environments in Audio Games: Snake 3D

ISBN13: 9781668475898|ISBN10: 1668475898|EISBN13: 9781668475904
DOI: 10.4018/978-1-6684-7589-8.ch032
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MLA

Spöhrer, Markus. "Playing With Auditory Environments in Audio Games: Snake 3D." Research Anthology on Game Design, Development, Usage, and Social Impact, edited by Information Resources Management Association, IGI Global, 2023, pp. 644-661. https://doi.org/10.4018/978-1-6684-7589-8.ch032

APA

Spöhrer, M. (2023). Playing With Auditory Environments in Audio Games: Snake 3D. In I. Management Association (Ed.), Research Anthology on Game Design, Development, Usage, and Social Impact (pp. 644-661). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch032

Chicago

Spöhrer, Markus. "Playing With Auditory Environments in Audio Games: Snake 3D." In Research Anthology on Game Design, Development, Usage, and Social Impact, edited by Information Resources Management Association, 644-661. Hershey, PA: IGI Global, 2023. https://doi.org/10.4018/978-1-6684-7589-8.ch032

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Abstract

Audio games highlight audio as the major narrative, ludic, and interactive element in the process of gaming. These games enroll the players in the process of gaming and distribute agency by translating auditive cues into interactive “pings” and provide a potential for an auditory virtual space. Designed for either blind persons or as “learning software” for hard-of-hearing people, audio games dismiss graphical elements by using the auditory ludic elements and foreground auditory perception as a main condition for playing the game. Spöhrer demonstrates this by using the example of 3D Snake, which needs to be played with headphones or surround speakers. The game uses verbal instructions and different sound effects to produce an auditory image of a snake that can be moved with the computer keyboard. In this auditory environment, the relation of both human and non-human elements (e.g., controller devices, the arrangement of speakers, cultural practices of gaming, aesthetic devices, and software configurations) produce and translate a specific mode of auditory perception.

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