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
Voice interaction is increasingly common in digital games, but it remains a notoriously difficult mo...
The use of voice interaction in digital games has a long and varied history of experimentation but h...
International audienceSince the first video games, digital interfaces as well as video game genres h...
© 2020 Fraser John AllisonThis thesis is concerned with the phenomenon of voice-operated interaction...
Digital games play an important role in identity construction by offering role models with whom play...
Digital games play an important role in identity construction by offering role models with whom play...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Voice control is an increasingly common feature of digital games, but the experience of playing with...
International audienceVideogame interactions show a rather complex participation framework: players ...
Voice control is an increasingly common feature of digital games, but the experience of playing with...
International audienceVideogame interactions show a rather complex participation framework: players ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Voice interaction is increasingly common in digital games, but it remains a notoriously difficult mo...
The use of voice interaction in digital games has a long and varied history of experimentation but h...
International audienceSince the first video games, digital interfaces as well as video game genres h...
© 2020 Fraser John AllisonThis thesis is concerned with the phenomenon of voice-operated interaction...
Digital games play an important role in identity construction by offering role models with whom play...
Digital games play an important role in identity construction by offering role models with whom play...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identificati...
Voice control is an increasingly common feature of digital games, but the experience of playing with...
International audienceVideogame interactions show a rather complex participation framework: players ...
Voice control is an increasingly common feature of digital games, but the experience of playing with...
International audienceVideogame interactions show a rather complex participation framework: players ...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Voice interaction is increasingly common in digital games, but it remains a notoriously difficult mo...
The use of voice interaction in digital games has a long and varied history of experimentation but h...
International audienceSince the first video games, digital interfaces as well as video game genres h...