AUDIO
GAMES: FUN FOR ALL? ALL FOR FUN?
by Sue Targett and Mikael Fernström
ABSTRACT
In
this paper we investigate if it is possible to create entertaining computer
games that use only non-speech aural feedback and if such games could
be used for skills acquisition or in therapeutic applications. To answer
these questions we developed two computer games, Os & Xs (Tic Tac
Toe) and Mastermind, representing all necessary information through
auditory display. User testing confirmed that the games were playable
and early indications are that the games can be entertaining, particularly
for the blind community. Testing also suggested that playing audio games
could assist in increasing both memory and ability to concentrate, thus
showing potential for both skills acquisition and therapeutic applications.
1. INTRODUCTION
This work
was motivated by the desire to explore two lines of enquiry:
- whether
computer games using only non-speech audio could be developed and
entertain players.
- if playing
these games could develop skills that could be useful to the player
beyond the gaming environment.
The number
of visual games and puzzles is enormous. By playing these games and
solving puzzles, players benefit in many ways. There is entertainment,
without this the games and puzzles would lie unused, but there are also
other benefits. Some games give the player an increased ability to solve
problems by logical reasoning, some to plan ahead and develop tactics.
Other games build manual dexterity or develop quick reaction times.
Games that are played by more than one person at a time offer safe arenas
for learning social skills. Some people relax by playing a quiet game
of solitaire.
But do games have to rely so heavily on visual information? Could games
rely solely on non-verbal sounds and still be fun? Would games created
using only non-verbal audio enable sighted people to develop 'aural
dexterity' or other skills? Would audio games contribute anything worthwhile
to the partially sighted and blind communities?
We found several games that relied solely on using audio representation.
Of the games found, two types emerged; those which used spoken descriptions
of visual situations and one which used only non-verbal audio cues.
A sophisticated example of the speech-based games is the 'Grizzly
Gulch Western Extravaganza' [1]. In this game the player
is talked through the game setting, a Wild West town, and presented
with options such as "do you want to go to the bank or the bar?"
Once this decision is made, by navigating with arrow keys, the game
paths the player chooses are accompanied by elaborate sound effects.
Characters such as bartenders and bank clerks are established to ask
many of the game's decision inducing questions.
Another example of an audio game based on visual scenarios is described
by Drewes et al. [2]. The design, prototyping and evaluation of an audio
version of the familiar board game Clue is outlined, and again much
of the information was passed from game to player through verbal narrative.
We only found one example of a game relying solely on non-verbal audio
information as the basis for the player's decision making. Winberg and
Hellström describe the development of a purely sonic, non-verbal,
game - The Towers of Hanoi [3][4]. Their studies clearly show that it
is possible to create a game using only non-verbal sounds. The study
was not, however, designed to investigate whether a purely auditory
game can be entertaining or whether such a game could create a tool
for skills acquisition. It therefore gives no reliable information on
these issues.
Another, but very different application, is Phil Ellis's work with Soundbeam
that proves that playing with sound through gesture control can be therapeutic.
He records positive outcomes across a range of disabilities: autism,
visual impairment, intellectual disability and profound physical and
intellectual disability [5][6].
2. DESIGNING
THE GAMES
Two games
were selected for development; Os & Xs and Mastermind. The programming
environment used for developing the two games was Opcode's Max/MSP.
Os & Xs was selected because it is so widely known. Players alternate
placing their symbol (Xs or Os) on a 3 x 3 grid until one player gets
three of their symbol in a row vertically, horizontally or diagonally,
or the game ends in a draw.
Mastermind was chosen because it is a more challenging game to play
and because it presented more challenging design issues. In Mastermind
one player picks a combination of colours and the other player has to
guess the combination correctly within a certain number of turns. Each
time the player guesses the winning combination s/he is given an evaluation
of how many 'Right Colours in the Right Place', 'Right Colours in the
Wrong Place' and 'Wrong Colours' they have in their guess. This process
is illustrated in Figure 1.
Figure 1 Mastermind - How the Game is Played
2.1.
Os & Xs - Design Details
The sounds allocated to each square in order to enable accurate navigation
of the grid were earcons [7]. Three earcons were designed for the grid,
one for each vertical column. The first column used an ascending major
triad. The middle column used one repeated pitch which was the same
as the highest pitch of the ascending triad used in the left hand column.
The right hand column used a descending major triad whose highest pitch
was the pitch used in the middle column. To enable the user to distinguish
whether the earcon was on the top, middle or bottom row the earcons
were arranged in different registers. The top row used a high register,
or treble / soprano pitch to start the triad on. The middle used a middle
register pitch and the bottom row used low or bass register pitches.
Graphically these arrangements are represented in figure 2 below. These
earcon design principles follow the guidelines set out by Brewster.
Figure 2 Os & Xs Earcon Design and Arrangement
The sound
that represents the X is an auditory icon [8]. It was designed to be
a mapping of an X from the visual domain with two 'swish' sounds representing
the drawing of the two lines of an 'X'.
When the computer has played its move it triggers a sound so the player
knows that a move has been made. The sound created for the 'O' sound
is also an auditory icon. It was modelled with two thoughts in mind;
firstly the sound was representing an 'O' and should therefore have
a round feeling, and secondly that the sound should be a little bit
hostile, as the computer is the foe in this scenario. All of this is
entirely subjective, and more importantly, may be relevant only to sighted
people. Studies into what constitutes a 'O' sound, or an 'X' sound would
likely yield different results with sighted and blind populations -
if there were any consistent results at all. The player uses the arrow
keys to move around the 9 square grid. When the game starts the player
is automatically located on the middle square. The up, down, left, right
arrow keys move the player one square in their respective directions.
The player selects a square simply by pressing the enter key when s/he
hears the earcon representing the square s/he wishes to 'take'.
The device used to enable the player to distinguish between a square
that has not been taken, a square that is taken by the computer, or
a square that has been taken by the player, is to assign each scenario
a different timbre, while maintaining each earcon's pitch arrangement.
The timbres used were selected primarily based on their amplitude envelopes.
The supposition being that it would be easier for players to distinguish
between very different amplitude envelopes than it would for them to
distinguish different sounds solely on the basis of spectral distribution
alone.
2.2.
Mastermind - Design Details
The earcons used to represent the three colours are the same as those
used for the middle row in Os & Xs; an ascending triad, a repeated
single pitch, a descending triad.
When the game is started the computer selects the winning combination
and waits for the player to make their first guess.
A guess comprises an ordered selection of three earcons. Any of the
three earcons can be selected in each of the three positions; first,
second or third. The player decides which earcon to put in first position
by moving to the desired earcon using the left / right arrow keys and
then pressing the enter key. When the enter key is pressed a sound is
triggered to verify that the player has made a selection.
After selecting the third earcon or the player's guess, the combination
is assessed to determine which of the following outcomes is correctly
describes the players guess. There are three evaluation sounds communicating:
- Right
Sound Right Place
- Right
Sound Wrong Place
- Wrong
Sound
The sounds
created in order to communicate these different outcomes are short so
that the player does not feel that s/he is waiting for them to finish.
It was felt that this information would be better delivered via an auditory
icon rather than an earcon.
The icon designed to communicate the right sound in the right place
was modelled on a high bell being hit twice in rapid succession and
was generated using fm synthesis. It was felt that players might associate
this with a 'go ahead' message reminiscent of a boat's bell, or the
conductor's bell on a bus, or that it might create a sort of sonic tick
(ü). The icon designed to communicate the right sound in the wrong
place sounds like a plucked string; musical, but not 'sweet'. The Wrong
Sound icon was the same as the 'O' icon in Os & Xs.
After the evaluation sounds have been played, a discreet pattern of
notes is played to let the player know what number turn s/he is about
to use. The system developed to convey numbers was modelled on the Roman
numeral system, but was cognisant of the fact that we hear temporally
and therefore need to be able to add as we go along. The communication
of numbers in the audio domain has of course been done successfully
in Morse code, but because these were designed to be used in conjunction
with additional code for the 26 letters of the alphabet they are necessarily
long. Each number comprises a string combining five dots and/or dashes.
For this project, three earcons were devised to impart number information.
Unlike the Morse code numbers, which use just one frequency, these earcons
make use of both frequency and rhythm to facilitate learning and comprehension.
The premise used for the pitch values was that when the earcons were
combined to create a bigger number the pitch sequence should rise in
frequency, thus any number when converted into audio will use pitches
that rise in frequency. The audio numbers are presented to the player
at a rate of one note every 1/10th of a second and therefore take very
little time to play so they are not frustrating to listen to.
In order to review previous moves the player must use the up and down
arrow keys. Each time the down arrow key is pressed the audio number
of the previous move is played. When the player reaches the turn number
s/he wishes to review s/he presses the numerical pad 'enter' key. The
combination that the player guessed on that turn is played and the appropriate
evaluation result sounds played.
3. USER
TESTING
The method
of evaluation used was 'cooperative evaluation' using the 'thinking
aloud' method / protocol [9]. The blind population is clearly a potential
user group for this product, but this is not necessarily the only user
group. From the sighted population, five postgraduate students were
recruited.
Usage data was collected through a combination of direct observation,
with notes being made as the user played the games, and indirect observation
by recording all users on videotape. One camera angle was sufficient
because there was no visual aspect to the interface. In debriefing sessions
questionnaires were used with questions aimed at the usability of the
software, its entertainment value, and its potential to generate new
skills in the user.
4. RESULTS
Os &
Xs (Tic Tac Toe)
Everyone found the game easy to learn, presumably assisted by the fact
that everyone knew the game previously, and it is an easy game.
The game achieved and overall fun/boring rating between 'Quite Fun'
and 'Slightly Fun'. Considering this is a game that almost everyone
is familiar with and presents an extremely limited challenge to adults,
this rating is good. Even though the participants only played the game
once or twice after getting familiarised with it, they all felt there
was potential for using the game to build additional skills:
"Maybe the game could be used for ear training for learning major
/ minor triads."
"Increase memory. Visualise sounds. Speed up visualisation. Map
a sound to a place."
"Memory."
"Aural training."
"Better visualisation and localisation."
Mastermind
Participants found this game much more challenging. But the challenge
was in learning the game, and particularly how to interpret the evaluations
of each guess; the challenge did not lie in having to rely on sounds
to carry information. On the fun/boring scale the game scored 'Quite
Fun', with only one possible higher ranking - 'Extremely Fun'. The complexity
of the game compared to Os & Xs made for a more entertaining game,
once people got over the obstacle of learning how to play it.
Again all participants felt the game afforded skills acquisition:
"Same skills as visual Mastermind would, logic."
"Memory and logic."
"Could learn ear training, sound recognition, and logic patterns."
"Concentration, memory, recall."
"Concentration, memory."
5. DESIGN
ISSUES
Temporal
Issues
The main problem encountered in the interface was that the earcons were
too long and this caused an overlapping effect when players moved from
one to another, particularly as they gained confidence and started to
move between them more quickly. This problem could be much reduced by
decreasing the length of the earcons. In order to eliminate the problem
entirely a different approach to playing the earcons would have to be
taken. Instead of simply triggering, the earcon could be stopped as
soon as the player moved to a new location.
Audio
numbers
These never got tested adequately because it was felt that the user
tests were getting too long when attempting to teach volunteers the
review/replay mechanism. If the audio numbers are found to be functional
in subsequent testing then thought may have to be given to devising
a system that could expand to encompass a larger range of numbers.
Auditory
Icon Design
Studies into what constitutes an 'O' sound, or an 'X' sound are likely
to be different with different populations. A study into the most intuitive
sonifcation of various graphical icons such as 'ü', 'X', '?' and
'!' could be an interesting area of investigation.
6. Conclusions
This work
builds on Winberg & Hellström's sonified Towers of Hanoi [3][4],
and provides further evidence that games can be constructed using solely
non-speech audio representation. Neither of the games constructed for
this study made use of panning or direct manipulation to effect data
change as the Towers of Hanoi did. The work completed here does, however,
contribute to the field by strongly suggesting that audio games can
be fun, and could provide a vehicle for the acquisition of skills, memory
and concentration in particular.
It would be extremely interesting to use the games developed here with
the Soundbeam [5][6] interface. There are many possible approaches that
could be taken to realise the games using Soundbeam and different types
of sensors for input devices. An example for Os & Xs would be to
locate sounds on a grid presented in space in front of a user, with
square selection being controlled by, for example, eye movements. There
would be many presentation and input permutations that could be developed
to motivate users to engage in therapeutic movement. Alternatively the
different presentation and input options could be used to make the games
accessible to profoundly disabled users who currently have few or no
avenues of entertainment.
6.1.
Earcons & Auditory Icons
This project also found both earcons and auditory icons useful for communicating
information - and that they can work comfortably together sonifying
different kinds of data within a single interface.
Four of the five people who volunteered to test the games had significant
musical experience; one holding a Bachelors degree in music and three
had done some ear training. This probably reduced the task of learning
the earcons significantly. It should also be noted, however, that the
participant 4 who said he played "a bit of guitar years ago"
and had "not really" done any music theory did not have a
strong musical background and had no problem learning and differentiating
the earcons.
6.2.
Audio Games: Fun for all?
From this work it is reasonable to state that audio games can be entertaining
for sighted users. Unfortunately there is no data available yet in relation
to blind or partially sighted users, but it is not far-fetched to predict
that this population will find more entertainment value from these kinds
of games than the sighted community have.
6.3.
Audio Games: All for fun?
This study strongly suggests that prolonged use of audio games could
bring about the acquisition of various skills. Different design approaches
could be taken in order to develop particular skills, for example memory,
or pitch relationship perception. Much more extensive testing over longer
time would have to be done to prove this hypothesis. But, these preliminary
indications are encouraging.
7. REFERENCES
[1] Bavisoft. 2002. Software for the Visually Impaired. Available from:
http://www.bavisoft.com/index.htm (July 2002).
[2] Drewes, T., E. Mynatt and M. Gandy. 2000. Sleuth: An Audio Experience.
ICAD 2000, Atlanta, Georgia.
[3] Winberg, F. and Hellström, S. O. "Investigating Auditory
Direct Manipulation: Sonifying the Towers of Hanoi." CHI 2000,
1-6 April 2000.
[4] Winberg, F., and Hellström, S. O. 2001. "Qualitative Aspects
of Auditory Direct Manipulation A Case Study of the Towers of Hanoi."
Proceedings of ICAD 2001, Espoo, Finland.
[5] Soundbeam News. Issue 7, January 2000. Available at: http://www.soundbeam.co.uk/
on 2nd April 2002.
[6] Soundbeam News. Issue 8, March 2001. Available at: http://www.soundbeam.co.uk/
on 2nd April 2002.
[7] Brewster, S., 1994. Providing a Structured Method for Integrating
Non-Speech Audio into Human-Computer Interfaces, Ph.D. Thesis, University
of York.
[8] Gaver, W.W., 1997. Auditory Interfaces in: Handbook of Human-Computer
Interaction, 2nd, completely revised edition, M. Helander, T.K. Landauer
and P. Prabhu, (Eds.) 1003-1041. Amsterdam: Elsevier Science B.V.
[9] Preece, J., Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey.
1994. Human-Computer Interaction. Harlow, England: Addison-Wesley.
8. AUTHOR
INFORMATION
Sue
Targett (click
here to visit the authors website)
EIRÍ Corca Baiscinn
Community Centre, Circular Road, Kilkee,
Co. Clare, Ireland
sue.targett@eiri.org
Mikael
Fernström (click
here to visit the authors website)
Interaction Design Centre
Dept. of Computer Science and Information Systems, University of Limerick,
Ireland
mikael.fernstrom@ul.ie
(C)2003
S. Targett and M. Fernström
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