Word Play: A History of Voice Interaction in Digital Games

2017 ◽  
Vol 15 (2) ◽  
pp. 91-113 ◽  
Author(s):  
Fraser Allison ◽  
Marcus Carter ◽  
Martin Gibbs

The use of voice interaction in digital games has a long and varied history of experimentation but has never achieved sustained, widespread success. In this article, we review the history of voice interaction in digital games from a media archaeology perspective. Through detailed examination of publicly available information, we have identified and classified all games that feature some form of voice interaction and have received a public release. Our analysis shows that the use of voice interaction in digital games has followed a tidal pattern: rising and falling in seven distinct phases in response to new platforms and enabling technologies. We note characteristic differences in the way Japanese and Western game developers have used voice interaction to create different types of relationships between players and in-game characters. Finally, we discuss the implications for game design and scholarship in light of the increasing ubiquity of voice interaction systems.

2019 ◽  
Vol 167 (4) ◽  
pp. 761-774 ◽  
Author(s):  
J. Tuomas Harviainen ◽  
Janne Paavilainen ◽  
Elina Koskinen

AbstractThis article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussions on game revenue ethics. It also expands the still understudied area of applying Rand’s ethics to business, in the context of a new sector, game development, and business. This research enables ethicists to apply a wider-than-before perspective on virtue ethics to online business, and helps game developers act in a virtuous manner, which provides them with a long-term business advantage.


1999 ◽  
Vol 1 (1) ◽  
pp. 115-140 ◽  
Author(s):  
Yasin Dutton

In this article, which is divided into Parts I and II, we consider the use of coloured dots – primarily red, green, yellow and blue – to indicate vocalisation in early Qur'anic manuscripts. Hitherto, Western scholars have been confused as to the purpose of these dots: from our researches it is clear that red dots indicate the main reading while dots of other colours illustrate various types of variant, including those which are shādhdh (‘irregular’). In this article, we explore the types of variant indicated and their significance for an understanding of the history of the Qur'anic text. Part I consists of a survey of previous literature on this subject, from both European and Arabic sources. This is followed by a detailed examination of the types of variant revealed by fourteen out of twenty-one ‘Kufic’ manuscript fragments in the Bodleian Library, Oxford. The remaining seven fragments are examined in Part II, which also includes an overall analysis of the different types of variant and a general appreciation of their broader significance.


2016 ◽  
Vol 7 (2) ◽  
pp. 18-22
Author(s):  
Christian Aditya

This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.


2000 ◽  
Vol 2 (1) ◽  
pp. 1-24 ◽  
Author(s):  
Yasin Dutton

This article, divided into Parts I and II, considers the use of coloured dots – primarily red, green, yellow and blue – to indicate vocalisation in early Qur'anic manuscripts. Hitherto, Western scholars have been confused as to the purpose of these dots: from our researches it is clear that red dots indicate the main reading while dots of other colours illustrate various types of variant, including those which are shādhdh (‘irregular’). In this article we explore the types of variant indicated and their significance for an understanding of the history of the Qur'anic text. Part I (JQS 1:1, 1999) consisted of a survey of previous literature on this subject, from both European and Arabic sources, followed by a detailed examination of the types of variant illustrated by fourteen out of twenty-one ‘Kufic’ manuscript fragments in the Bodleian Library, Oxford. The other seven fragments are examined in this issue, together with an extensive analysis of the different types of variant and a general appreciation of their broader significance.


Author(s):  
Emma Griffin

This study looks at the relationship between popular recreations and the spaces in which they took place, and in doing so it provides a history of how England enjoyed itself during the long eighteenth century. Because the poor lacked land of their own, public spaces were needed for their sports and pastimes. Such recreations included: parish wakes and feasts; civic fairs and celebrations; football, cricket and other athletic sports; bull- and bear-baiting; and the annual celebrations of Shrove Tuesday and Guy Fawkes. Three case studies form the core of this book, each looking at the recreations and spaces to be found in different types of settlement: first, the streets and squares of provincial market towns; then the diverse vacant spaces to be found in industrialising towns and villages of the west Midlands and West Riding of Yorkshire; and finally the village greens of rural England. Through a detailed examination of contemporary books, diaries and newspapers, and records in over forty archives, the book addresses the questions of what spaces were used, and what was the interaction with those who used and controlled the land. The Industrial Revolution has been seen to have had a negative impact on popular recreation; through its use of the concept of space, this book provides an alternative to this traditional view.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2019 ◽  
Vol 16 (2) ◽  
pp. 55-60
Author(s):  
Maxfuza Mamatova ◽  

This article deals with the general description of tea in the markets of Turkestan,provides an overview of the history of our country in the XIX-XX centuries, which based on archival materials and sources. This article tells about the types and varieties of tea consumed by our people, about the different types of tea that replace tea, where they were brought from, the meanings of their historical names and the consumption that was loved by our people.


2019 ◽  
Vol 95 (2) ◽  
pp. 145-161
Author(s):  
Thomas Mikhail

Abstract On the Use of Definitions in Pedagogy and Educational Science. A Historical Journey with Systematic Intent In the academic genre of pedagogy and educational science, definitions were used from the very beginning. The question is if it is possible to differentiate between types of definitions within the history of these sciences. To answer this question the paper revives two different types of traditional definitions in order to generate a typology of definition usage. The typology can be used as a heuristic instrument for further systematic and historical research.


Author(s):  
Simon James

Dura-Europos, a Parthian-ruled Greco-Syrian city, was captured by Rome c.AD165. It then accommodated a Roman garrison until its destruction by Sasanian siege c.AD256. Excavations of the site between the World Wars made sensational discoveries, and with renewed exploration from 1986 to 2011, Dura remains the best-explored city of the Roman East. A critical revelation was a sprawling Roman military base occupying a quarter of the city's interior. This included swathes of civilian housing converted to soldiers' accommodation and several existing sanctuaries, as well as baths, an amphitheatre, headquarters, and more temples added by the garrison. Base and garrison were clearly fundamental factors in the history of Roman Dura, but what impact did they have on the civil population? Original excavators gloomily portrayed Durenes evicted from their homes and holy places, and subjected to extortion and impoverishment by brutal soldiers, while recent commentators have envisaged military-civilian concordia, with shared prosperity and integration. Detailed examination of the evidence presents a new picture. Through the use of GPS, satellite, geophysical and archival evidence, this volume shows that the Roman military base and resident community were even bigger than previously understood, with both military and civil communities appearing much more internally complex than has been allowed until now. The result is a fascinating social dynamic which we can partly reconstruct, giving us a nuanced picture of life in a city near the eastern frontier of the Roman world.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


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