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Gaudy, T., Natkin, S., & Archambault, D. 2006, November 22–24, Playing audiogames without instructions for use? To do without an instruction leaflet or without language itself. Paper presented at 9th International Conference on Computer Games: Artificial Intelligence and Mobile Systems, Wolverhampton, UK. 
Added by: Mark Grimshaw-Aagaard (1/29/08, 5:20 PM)   
Resource type: Proceedings Article
Peer reviewed
BibTeX citation key: Gaudy2006
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Categories: General
Creators: Archambault, Gaudy, Natkin
Publisher: University of Wolverhampton (Wolverhampton, UK)
Collection: 9<sup>th</sup> International Conference on Computer Games: Artificial Intelligence and Mobile Systems
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Abstract
"Audiogames, which are supposed to be accessible to the blind, have two problems related to language to be understood by most of their users: the first one is linked to an instruction reading phase, which is often essential, and the pleasure of thich is often very different from the pleasure of playing the game. The second problem is even more bothersome: the major part of candidates for playing do not understand the language used by those games. In games, we can discern two approaches to learning how interactivity works: the instructions for use and the interactivity itslef. So, if the purpose of a game is to learn in a friendly but challenging way how interactvity can become complex, why not first start this process from the very beginning, without the need of textual instructions? We have therefore designed a audiogame in two versions: one with the instructions incorporated in the game, so that it is possible to play without an instruction leaflet, another without any language at all. Through the analysis of case studies in which players test those games, the version with linguistic instructions incorporated in the game and the pleasure of playing seems good. The version without linguistic instructions was properly used by two players out of five. These results, though still insufficient to prompt us to do without any language at all, encourage the improvement of game design and sound design principles allowing a greater internationality of audiogames."
Added by: Mark Grimshaw-Aagaard