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Exploration of Sound Design and Sound Representation Techniques for Improving Inclusiveness, Player Performance, and Player Experience in Video Games
KTH, School of Electrical Engineering and Computer Science (EECS).
2023 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Utforskning av ljuddesign och ljudrepresentationstekniker for att forbattra inkludering, spelarprestanda och spelarupplevelse i videospel (Swedish)
Abstract [en]

This study aimed to explore sound design and sound representation techniques to strengthen the inclusion of players with sensory disabilities alongside non-disabled players. Additionally, it aimed to identify characteristics in inclusiveness components for video games. Tap Tone is a 3D action-adventure prototype with iteratively improved inclusiveness components based on research and requirements analyses. Twenty-five participants were recruited for user tests and divided into four groups: 1) non-disabled, 2) vision impaired, 3) deaf and hard of hearing, and 4) blindfolded players. Data were collected with a questionnaire and saved in-game data. The data was analyzed using statistical methods, including ANOVA and a t-test. Results indicate that the experience for deaf and hard of hearing is significantly different from the groups vision impaired and non-disabled. The results indicate similarities in experience for non-disabled and vision impaired players. Moreover, the player performance indicates similarities between the groups non-disabled, vision impaired and deaf and hard of hearing. Finally, the study identified and discussed key characteristics of the inclusiveness components.

Abstract [sv]

Denna studie syftade till att utforska ljuddesign och ljudrepresentationstekniker för att stärka inkluderingen av spelare med sensoriska funktionshinder tillsammans med icke-handikappade spelare. Dessutom syftade det till att identifiera egenskaper i inkluderande komponenter för videospel. Tap Tone är en prototyp av ett 3D-action-äventyrsspel med stegvist förbättrande inkluderingskomponenter baserade på forskning och kravanalyser. Tjugofem deltagare rekryterades för användartester och delades in i fyra grupper: 1) ickehandikappade, 2) synskadade, 3) döva och hörselskadade och 4) spelare med ögonbindel. Data samlades in med ett frågeformulär och data sparad genom spelet. Datan var analyserad med hjälp av statistiska metoder, inklusive ANOVA och ett t-test. Resultaten tyder på att upplevelsen för döva och hörselskadade skiljer sig signifikant från grupperna med synskada och icke-handikappade. Resultaten indikerar likheter i erfarenhet för icke-handikappade och synskadade spelare. Dessutom indikerar spelarens prestation likheter mellan grupperna icke-handikappade, synskadade och döva och hörselskadade. Slutligen identifierade och diskuterade studien nyckelegenskaper hos de inkluderande komponenterna.

Place, publisher, year, edition, pages
2023. , p. 24
Series
TRITA-EECS-EX ; 2023:519
Keywords [en]
Sound Design, Audio Cues, Video Games, Inclusiveness, Visual Impairment, Deaf and Hard of Hearing
Keywords [sv]
Ljuddesign, Ljudsignaler, Videospel, Inkludering, Synskadade, Döva och hörselskadade
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-337163OAI: oai:DiVA.org:kth-337163DiVA, id: diva2:1800439
External cooperation
Massive Entertainment
Supervisors
Examiners
Available from: 2023-09-28 Created: 2023-09-26 Last updated: 2023-09-28Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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