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Publications (10 of 17) Show all publications
Wilhelmsson, U., Engström, H., Brusk, J. & Östblad, P. A. (2017). Inclusive game design facilitating shared gaming experience. Journal of Computing in Higher Education, 29(3), 574-598
Open this publication in new window or tab >>Inclusive game design facilitating shared gaming experience
2017 (English)In: Journal of Computing in Higher Education, ISSN 1042-1726, E-ISSN 1867-1233, Vol. 29, no 3, p. 574-598Article in journal (Refereed) Published
Abstract [en]

This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or pri- marily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices that aims to show how inclusive game design may be used to facilitate a shared gaming experience between sighted and visually impaired players. The game pro- vides players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game. Thus, it has been designed to be fully inclusive to both groups of players and to give the same gaming experience when it comes to story content. The game has been evaluated through formal user tests where subjects have been asked to play the first chapter of the game followed by an interview. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters. The study also shows that the sighted players did not respond negatively towards the inclusive game design employed in the game. 

Place, publisher, year, edition, pages
Springer, 2017
Keyword
Inclusive game design, Narrative, Story, Plot elements, Visually impaired players, Sighted players
National Category
Interaction Technologies
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-13473 (URN)10.1007/s12528-017-9146-0 (DOI)000415756100010 ()2-s2.0-85035145381 (Scopus ID)
Projects
Inkluderande Speldesign
Funder
The Swedish Post and Telecom Authority (PTS)
Available from: 2017-04-06 Created: 2017-04-06 Last updated: 2018-02-14Bibliographically approved
Kristensen, L. & Wilhelmsson, U. (2017). Roger Caillois and Marxism: A Game Studies Perspective. Games and Culture: A Journal of Interactive Media, 12(4), 381-400
Open this publication in new window or tab >>Roger Caillois and Marxism: A Game Studies Perspective
2017 (English)In: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 12, no 4, p. 381-400Article in journal (Refereed) Published
Abstract [en]

The authors look at Caillois’ reflections on the dichotomy between work and leisure in relation to Marxism, whose dialectics are shown to influence the milieu under which Caillois developed his ideas. The contribution interrogates this labor/play dialectic while looking at recent literature on games being produced within the current capitalist and neoliberal system, focusing on phenomena like “playbour” and on key elements discussed in these theories, from the affordances and limitations of technology to the immaterial technological tools used by gamers and game makers. The article argues that looking at Caillois in relation to Marxism would provide an interesting critical perspective, one that has been underexplored by current approaches. The authors note that contemporary concerns on capitalism and games are far from being at odds with Caillois’ distinction between labur and play and suggest that the influence of Marxism on Caillois’ writings would provide an interesting terrain of further discussion.

Keyword
Marxism, Roger Caillois, game studies, surrealism, dialectics, amateur gamer, voluntary play
National Category
Media Studies
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-13543 (URN)10.1177/1555412016681678 (DOI)000400738000005 ()2-s2.0-85019031812 (Scopus ID)
Available from: 2017-05-05 Created: 2017-05-05 Last updated: 2017-11-27Bibliographically approved
Wilhelmsson, U., Engström, H., Brusk, J. & Östblad, P.-A. (2015). Accessible Game Culture using Inclusive Game Design: Participating in a visual culture that you cannot see. In: Per Backlund (Ed.), VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications. Paper presented at IEEE 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skövde, September 16-18, 2015 (pp. 147-154). Red Hook, NY: IEEE Computer Society
Open this publication in new window or tab >>Accessible Game Culture using Inclusive Game Design: Participating in a visual culture that you cannot see
2015 (English)In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Red Hook, NY: IEEE Computer Society, 2015, p. 147-154Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we present the result of an experiment, in which we compare the gaming experience between sighted players and visually impaired players playing the same game. Specifically we discuss whether they experience the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices. The game has been designed to provide players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game, i.e. a design that is fully inclusive to both groups of players and that is as invisible for sighted players as possible without hindering visually impaired players to share the same gaming experience when it comes to story content. The study shows that the perception of the story were almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters.

Place, publisher, year, edition, pages
Red Hook, NY: IEEE Computer Society, 2015
Keyword
inclusive game design, narrative, story, plot elements, visually impaired players, sighted players
National Category
Other Engineering and Technologies
Research subject
Technology; Technology
Identifiers
urn:nbn:se:his:diva-11538 (URN)10.1109/VS-GAMES.2015.7295764 (DOI)000380426500007 ()2-s2.0-84954564285 (Scopus ID)978-1-4799-8102-1 (ISBN)978-1-4799-8101-4 (ISBN)
External cooperation:
Conference
IEEE 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skövde, September 16-18, 2015
Funder
The Swedish Post and Telecom Authority (PTS)
Note

978-1-4799-8102-1 (Xplore)

978-1-4799-8101-4 (USB)

Catalog Number: CFP1538G-ART (Xplore)

Available from: 2015-09-23 Created: 2015-09-23 Last updated: 2018-02-14Bibliographically approved
Alvarez Díaz, M. G., Wilhelmsson, U., Lebram, M. & Toftedahl, M. (2015). Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum. In: Per Backlund (Ed.), VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications. Paper presented at Seventh International Conference on Virtual Worlds and Games for Serious Applications: VS-Games 2015, in Skövde, Sweden. Conference dates: 16th to 18th of September, 2015 (pp. 1-4). Skövde: IEEE Computer Society
Open this publication in new window or tab >>Your Answer Will Make an Impression: Using Quiz Game Mechanics for the Collection of Visitor Data in a Museum
2015 (English)In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Skövde: IEEE Computer Society, 2015, p. 1-4Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents the initial results from a project that aimed to collect visitor data at a traveling exhibition starting at the Regional Museum in Kristianstad, Sweden during 2014-2016. The project was intended also to contribute to the creation of an atmosphere “About time”, which was the subject of the exhibit. We built a system that was integrated as an interactable part of the exhibition by using elements of quiz game mechanics in combination with elements of data based tracking applications and elements of visual art installations. The data provides statistics which are used to visualize the current status of the visitors’ attitude toward specific questions about time, imprinting the visitors themselves an integral part of the exhibition. Visitors build a visual Game Ego when answering questions and at the same time provided statistical data that can be monitored and extracted from the system. The results show that we succeeded to some degree but more can be done towards incorporating game design elements to engage the user, such as feedback and challenge.

Place, publisher, year, edition, pages
Skövde: IEEE Computer Society, 2015
Keyword
quiz games, survey techniques, art installations, digital applications in museum environments, tracking applications
National Category
Interaction Technologies
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-11548 (URN)10.1109/VS-GAMES.2015.7295791 (DOI)000380426500034 ()2-s2.0-84954516638 (Scopus ID)978-1-4799-8102-1 (ISBN)978-1-4799-8101-4 (ISBN)
Conference
Seventh International Conference on Virtual Worlds and Games for Serious Applications: VS-Games 2015, in Skövde, Sweden. Conference dates: 16th to 18th of September, 2015
Projects
Det ligger i Tiden. Samarbete med Regionmuseet i Kristianstad
Available from: 2015-09-29 Created: 2015-09-23 Last updated: 2018-01-31Bibliographically approved
Wilhelmsson, U., Toftedahl, M., Susi, T., Torstensson, N., Sjölin, A. & Tuori, P. (2014). A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction. In: Katherine Blashki & Yincai Xiao (Ed.), Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014: . Paper presented at 7th International Conference on Game and Entertainment Technologies 2014, GET2014, 15–17 July, Lisbon, Portugal (pp. 149-156). IADIS Press
Open this publication in new window or tab >>A Computer Game for an Enhanced Visitor Experience: Integration of Reality and Fiction
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2014 (English)In: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2014 Game and Entertainment Technologies 2014 and Computer Graphics, Visualization, Computer Vision and Image Processing 2014 - Part of the Multi Conference on Computer Science and Information Systems, MCCSIS 2014 / [ed] Katherine Blashki & Yincai Xiao, IADIS Press, 2014, p. 149-156Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the development of a computer game for enhanced visitor experiences of an adventure tour, in which the game is integrated. The game project was run 2011-2013 and included the development of an arcade style two player cooperative computer game, game controls, graphics, sound and music. The adventure tour takes place in an old military fortress where visitors participate in searching for gold that has been stolen. The tour starts with a 3D movie that provides the plot and introduces hero and villain characters. The story is then carried forth by a game master who brings the visitors on a tour along the fortress’ vaults, during which they also play the computer game. The adventure tour is structured by a semi-fictional framing story that interweaves history, physical environment, and hero and villain characters. To withhold interdependency in the overall design of the adventure tour and the game, Caillois’s (1958/2001) taxonomy for games was chosen as a basis, combined with narrative key elements carried across the adventure tour. The game was also designed to accord with the embodied nature of human activity, allowing players to engage their whole bodies in the gameplay. Initial game evaluation results indicate the game contributes to an enhanced visitor experience of the adventure tour.

Place, publisher, year, edition, pages
IADIS Press, 2014
National Category
Media Engineering
Research subject
Technology; Technology; Technology; Technology
Identifiers
urn:nbn:se:his:diva-9076 (URN)2-s2.0-84929334178 (Scopus ID)978-989-8533-22-7 (ISBN)
Conference
7th International Conference on Game and Entertainment Technologies 2014, GET2014, 15–17 July, Lisbon, Portugal
Projects
Karlsborgs fästningsäventyr
Note

The project is funded by Karlsborgs Turism AB, Västra Götalandsregionen, Skaraborgs Kommunalförbund, Karlsborgs kommun, and Länsstyrelsen landsbygdsprogram. Other partners in the project have been Bjerkne & Co, NBI i Växjö – Storytelling för strategisk kommunikation and Folkuniversitetet.

Available from: 2014-09-15 Created: 2014-05-13 Last updated: 2017-11-27Bibliographically approved
Berg Marklund, B., Backlund, P., Dahlin, C.-J., Engström, H. & Wilhelmsson, U. (2014). A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning. International Journal of Games Based Learning, 4(1), 1-20
Open this publication in new window or tab >>A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning
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2014 (English)In: International Journal of Games Based Learning, ISSN 2155-6849, E-ISSN 2155-6857, Vol. 4, no 1, p. 1-20Article in journal (Refereed) Published
Abstract [en]

An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with the important informal and social aspects of a project. On the other hand, there are plenty of tools and platforms that focus on doing the opposite and mainly support informal bonding (e.g., Facebook), but these types of environments can be obtrusive and contain distractions that can be detrimental to a group's productivity and are thus often excluded from working environments. The aim of this paper is to examine how a game-based multi-user environment (MUVE) can be designed to support project-based learning by bridging the gap between productivity-focused and social software. To explore this, the authors developed a game-based MUVE which was evaluated in a PBL-scenario. The result of the study revealed several crucial design elements that are needed to make such a MUVE work effectively, and that the acceptance towards game-based MUVEs is high, even with a rudimentary execution.

Place, publisher, year, edition, pages
IGI Global, 2014
Keyword
Distributed Work, Gamification, Project-Based Learning (PBL), Serious Games, Social Presence
National Category
Computer Systems
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-9107 (URN)10.4018/IJGBL.2014010101 (DOI)
Available from: 2014-05-23 Created: 2014-05-23 Last updated: 2018-02-14Bibliographically approved
Östblad, P. A., Engström, H., Brusk, J., Backlund, P. & Wilhelmsson, U. (2014). Inclusive game design: audio interface in a graphical adventure game. In: 9th Audio Mostly: A Conference on Interaction With Sound (AM '14). ACM, New York, NY, USA: . Paper presented at 9th Audio Mostly: A Conference on Interaction With Sound (AM '14). ACM, New York, NY, USA (pp. 8). New York, USA: ACM Digital Library
Open this publication in new window or tab >>Inclusive game design: audio interface in a graphical adventure game
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2014 (English)In: 9th Audio Mostly: A Conference on Interaction With Sound (AM '14). ACM, New York, NY, USA, New York, USA: ACM Digital Library, 2014, p. 8-Conference paper, Published paper (Refereed)
Abstract [en]

A lot of video games on the market are inaccessible to players with visual impairments because they rely heavily on use of graphical elements. This paper presents a project aimed at developing a point-and-click adventure game for smart phones and tablets that is equally functional and enjoyable by blind and sighted players. This will be achieved by utilizing audio to give blind players all necessary information and enjoyment without graphics. In addition to creating the game, the aim of the project is to identify design aspects that can be applied to more types of games to include more players. This paper also presents a pilot study that has been conducted on an early version of the game and the preliminary findings are discussed.

Place, publisher, year, edition, pages
New York, USA: ACM Digital Library, 2014
National Category
Human Computer Interaction
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-10081 (URN)10.1145/2636879.2636909 (DOI)978-1-4503-3032-9 (ISBN)
Conference
9th Audio Mostly: A Conference on Interaction With Sound (AM '14). ACM, New York, NY, USA
Funder
The Swedish Post and Telecom Authority (PTS)
Available from: 2014-10-09 Created: 2014-10-09 Last updated: 2018-02-14Bibliographically approved
Wilhelmsson, U. & Wallén, J. (2011). A Combined Model for the Structuring of Computer Game Audio. In: Mark Grimshaw (Ed.), Game Sound Technology and Player Interaction: Concepts and Developments (pp. 98-132). IGI Global
Open this publication in new window or tab >>A Combined Model for the Structuring of Computer Game Audio
2011 (English)In: Game Sound Technology and Player Interaction: Concepts and Developments / [ed] Mark Grimshaw, IGI Global, 2011, p. 98-132Chapter in book (Refereed)
Abstract [en]

This chapter presents a model for the structuring of computer game audio building on the IEZA-framework (Huiberts & van Tol, 2008), Murch’s (1998) conceptual model for the production of film sound, and the affordance theory put forth by Gibson (1977/1986). This model makes it possible to plan the audio layering of computer games in terms of the relationship between encoded and embodied sounds, cognitive load, the functionality of the sounds in computer games, the relative loudness between sounds, and the dominant frequency range of all the different sounds. The chapter uses the combined model to provide exemplifying analyses of three computer games—F.E.A.R., Warcraft III, and Legend of Zelda—. Furthermore, the chapter shows how a sound designer can use the suggested model as a production toolset to structure computer game audio from a game design document.

Place, publisher, year, edition, pages
IGI Global, 2011
National Category
Computer and Information Sciences
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-4711 (URN)10.4018/978-1-61692-828-5.ch006 (DOI)2-s2.0-84900103932 (Scopus ID)978-1-61692-828-5 (ISBN)
Available from: 2011-03-25 Created: 2011-02-02 Last updated: 2018-01-12Bibliographically approved
Rambusch, J., Susi, T., Ekman, S. & Wilhelmsson, U. (2009). A Literary Excursion Into the Hidden (Fan) Fictional Worlds of Tetris, Starcraft, and Dreamfall. In: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Paper presented at Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009: London: Brunel University, September, 2009. DiGRA
Open this publication in new window or tab >>A Literary Excursion Into the Hidden (Fan) Fictional Worlds of Tetris, Starcraft, and Dreamfall
2009 (English)In: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA , 2009Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we discuss a part of participatory culture that so far has not received much attention in the academic world; it is the writing and reading of game fan fiction. The focus in this paper is on fan fiction, based on three different games that represent three different game genres: Tetris, StarCraft and Dreamfall: The Longest Journey. The aim is to advance our understanding of how players experience and understand the game environment, and promote further research interest in fan fiction based on computer games. We do this by discussing narrative elements in the above mentioned computer games, and the fan fiction that is based on them.

Place, publisher, year, edition, pages
DiGRA, 2009
Keyword
Computer Games, Fan fiction, Narratology, Participatory Culture
National Category
Computer and Information Sciences
Research subject
Technology
Identifiers
urn:nbn:se:his:diva-3553 (URN)2-s2.0-84873327455 (Scopus ID)
Conference
Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009: London: Brunel University, September, 2009
Available from: 2010-03-03 Created: 2010-01-08 Last updated: 2018-01-12Bibliographically approved
Calleja, G., Wilhelmsson, U., Hjarvard, S., Hillesund, T. & Bruun, H. (2008). Filmbranschen i Norge under förändring [Review]. Norsk Medietidsskrift, 15(2), 150-167
Open this publication in new window or tab >>Filmbranschen i Norge under förändring
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2008 (Swedish)In: Norsk Medietidsskrift, ISSN 0804-8452, E-ISSN 0805-9535, Vol. 15, no 2, p. 150-167Article, book review (Other (popular science, discussion, etc.)) Published
Place, publisher, year, edition, pages
Universitetsforlaget, 2008
Research subject
Humanities and Social sciences
Identifiers
urn:nbn:se:his:diva-3634 (URN)
Note

Bokanmälan av Frode Nordås dr.art.-avhandling, Digital filmproduksjon i Noreg – Praktiske og estetiske konsekvensar. Trondheim: Institutt for kunst- og medievitenskap, NTNU 2006

Available from: 2010-02-01 Created: 2010-02-01 Last updated: 2017-12-13Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-5617-9984

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