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Östblad, P. A., Engström, H. & Brusk, J. (2026). Designing a Technical Ear Training Game for Cochlear Implant Rehabilitation. In: : . Paper presented at The 25th IFIP International Conference on Entertainment Computing, 6th - 9th October, 2026, the Cnam, Paris, France.
Open this publication in new window or tab >>Designing a Technical Ear Training Game for Cochlear Implant Rehabilitation
2026 (English)Conference paper, Published paper (Refereed)
Abstract [en]

This work-in-progress paper presents the design and development of a serious game aimed at supporting auditory rehabilitation for cochlear implant users. While cochlear implants effectively restore access to sound, many users experience challenges with pitch discrimination and listening in noisy environments. Traditional rehabilitation methods are often speech-focused and clinic-based, which may limit user engagement and training frequency. To address these limitations, this study explores the application of technical ear training, a methodology from audio engineering education, as a foundation for interactive, game-based auditory training.

Following a design science research approach, the project involves iterative prototyping and participatory design with cochlear implant users and rehabilitation professionals. The resulting game integrates technical ear training-based listening tasks, such as timbre recognition, pitch discrimination, and audio effect identification, into multiple gameplay modes. Emphasis was placed on player experience, gradual difficulty progression, and meaningful audiovisual feedback.

Findings from the design process highlight the importance of aligning gameplay mechanics with auditory training goals, accommodating variability in cochlear implant hearing, and addressing technical constraints such as audio latency. The prototype explores a language-independent and engaging complement to traditional rehabilitation. Future work will evaluate the prototype with CI users in a rehabilitation context.

Keywords
Cochlear Implants, CI, Technical Ear Training, TET, Serious Games, Rehabilitation
National Category
Human Computer Interaction
Research subject
GAME Research Group; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-26762 (URN)
Conference
The 25th IFIP International Conference on Entertainment Computing, 6th - 9th October, 2026, the Cnam, Paris, France
Available from: 2026-06-30 Created: 2026-06-30 Last updated: 2026-07-01
Östblad, P. A., Engström, H. & Brusk, J. (2025). Game design and player experience evaluation in games for cochlear implant rehabilitation: A literature review. In: Prajwal D'Souza; Hairui Tang; Nannan Xi; Juho Hamari (Ed.), GamiFIN Conference 2025: Proceedings of the 9th International GamiFIN Conference, Ylläs, Finland, April 1-4, 2025. Paper presented at 9th International GamiFIN 2025 (GamiFIN 2025), April 1-4, 2025, Ylläs, Finland (pp. 61-78). CEUR-WS
Open this publication in new window or tab >>Game design and player experience evaluation in games for cochlear implant rehabilitation: A literature review
2025 (English)In: GamiFIN Conference 2025: Proceedings of the 9th International GamiFIN Conference, Ylläs, Finland, April 1-4, 2025 / [ed] Prajwal D'Souza; Hairui Tang; Nannan Xi; Juho Hamari, CEUR-WS , 2025, p. 61-78Conference paper, Published paper (Refereed)
Abstract [en]

A cochlear implant (CI) is an electronic device designed to assist individuals who are deaf or hard-of-hearing. It captures sound through a microphone and transmits it to electrodes, which directly stimulate the auditory nerve, bypassing the damaged areas of the ear. Although considered a very successful intervention, there is large variability in the outcomes of cochlear implantation. Patient- reported issues include difficulties hearing speech in noisy environments, disappointment in sound quality and difficulties appreciating music. A period of aural rehabilitation usually follows implantation, where patients see audiologists and speech language pathologists. There is evidence supporting the use of auditory training, actively practicing listening tasks, mainly focused on speech, at a clinic or at home. One such task, often suggested by audiologists and speech language pathologists is computer-based auditory training. There are a number of game-like computer programs and apps that are recommended to patients, most of which similarly focus on speech. In recent years there has been some research on serious games specifically aimed at CI-rehabilitation. This paper presents a literature review of studies using games for auditory training in CI-rehabilitation. The aim of this paper is to investigate how the reviewed studies relate to established game design knowledge, including how they evaluate player experience. The results reveal a gap, indicating that game design as a concept is rarely reported on, and the evaluation of player experience is seldom based on established instruments. While this study focuses on a specific and cohesive research community, it highlights the need for improved standards in the utilization and reporting of game design in such studies. We propose a set of guidelines for reporting on medical studies involving games. 

Place, publisher, year, edition, pages
CEUR-WS, 2025
Series
CEUR Workshop Proceedings, ISSN 1613-0073, E-ISSN 1613-0073 ; 4012
Keywords
cochlear implant, game design, player experience, rehabilitation, Audition, Cochlear implants, Medical computing, Pathology, Reviews, Serious games, Sound reproduction, Speech communication, Auditory training, Design experience, Electronics devices, Experience evaluation, Game players, Hard of hearings, Literature reviews, Speech language pathologists, Patient rehabilitation
National Category
Human Computer Interaction Oto-rhino-laryngology Rehabilitation Medicine
Research subject
GAME Research Group; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-25843 (URN)001788510600005 ()2-s2.0-105015135360 (Scopus ID)
Conference
9th International GamiFIN 2025 (GamiFIN 2025), April 1-4, 2025, Ylläs, Finland
Funder
Promobilia foundation
Note

CC BY 4.0

© 2025 Copyright for this paper by its authors

Correspondence Address: P.A. Östblad; University of Skövde, Skövde, Högskolevägen 1, 541 28, Sweden; email: per.anders.ostblad@his.se

This project receives funding from the Promobilia Foundation. The authors would like to thank Cochlear Nordic AB for their valuable discussions and insights.

Available from: 2025-09-18 Created: 2025-09-18 Last updated: 2026-07-06Bibliographically approved
Karlsson, T., Brusk, J. & Engström, H. (2023). Level Design Processes and Challenges: A Cross Section of Game Development. Games and Culture: A Journal of Interactive Media, 18(6), 821-849
Open this publication in new window or tab >>Level Design Processes and Challenges: A Cross Section of Game Development
2023 (English)In: Games and Culture: A Journal of Interactive Media, ISSN 1555-4120, E-ISSN 1555-4139, Vol. 18, no 6, p. 821-849Article in journal (Refereed) Published
Abstract [en]

This article examines level design processes and challenges at professional game stu- dios. Thematic analysis of data, recorded through field studies and semi-structured interviews, identify four key themes: level design as an interdisciplinary effort; who is the level designer; the role of narrative in level design; and challenges of managing creativity in the level design process. Results indicate that while the role called level designer is often assigned to specific disciplines, the process of level design is usually highly interdisciplinary. Furthermore, this interdisciplinary collaboration requires management to maintain both creativity and efficient pipelines, by distributing owner- ship and facilitating communication and planning. The level design process seems par- ticularly vulnerable to suboptimal interdisciplinary communication and planning, due to significant reliance on narrative design, game design, art, sound design, and tool development. While this article addresses level design specifically, most observations are comparable to previous findings on game development in general.

Place, publisher, year, edition, pages
Sage Publications, 2023
Keywords
game development, game production, game industry, interdisciplinary, level design, field studies
National Category
Other Engineering and Technologies
Research subject
Interaction Lab (ILAB); GAME Research Group
Identifiers
urn:nbn:se:his:diva-22069 (URN)10.1177/15554120221139229 (DOI)000890629600001 ()2-s2.0-85142718871 (Scopus ID)
Note

CC BY 4.0

Corresponding author(s): Tobias Karlsson, School of Informatics, University of Skövde, PO Box 408, 541 28 Skövde, Sweden. Email: tobias.karlsson@his.se

The author(s) received nofinancial support for the research, authorship, and/or publication ofthis article.

Available from: 2022-11-22 Created: 2022-11-22 Last updated: 2025-09-29Bibliographically approved
Brusk, J. & Engström, H. (2021). Marvinter: A case study of an inclusive transmedia storytelling production. Convergence. The International Journal of Research into New Media Technologies, 27(1), 103-123
Open this publication in new window or tab >>Marvinter: A case study of an inclusive transmedia storytelling production
2021 (English)In: Convergence. The International Journal of Research into New Media Technologies, ISSN 1354-8565, E-ISSN 1748-7382, Vol. 27, no 1, p. 103-123Article in journal (Refereed) Published
Abstract [en]

This article examines how the unique characteristics of Marvinter, an inclusive transmedia Advent calendar, affected its production and the individual media workers involved in this. In the native transmedia Marvinter project, a radio series and a mobile game were created and released simultaneously. Using ‘partly shared’ resources, the project was developed by two collaborating, non-profit organisations. Each chapter of the digital game had to match the corresponding radio episode. The whole had to be designed to provide a shared cultural experience that included people with hearing or visual impairments. The authors of the present article were part of the game development team and thus directly experienced the complexity of developing a digital game as part of a transmedia project. This article presents the results of a case study with an insider perspective. It is supplemented by semi-structured interviews with key people in the project. The transmedia nature of Marvinter was justified by the need to include people with complementary disabilities. Although sometimes associated with negative connotations of ‘naked commercialisation’ in transmedia contexts, the marketing strategy was here an important element in promoting inclusivity. However, owing to the concurrent work processes, game production became overly complex.

Place, publisher, year, edition, pages
Sage Publications, 2021
Keywords
Collaboration, game accessibility, game development, inclusive design, mobile game, organisation, transmedia, transmedia production, transmedia storytelling, universal design
National Category
Computer and Information Sciences
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18462 (URN)10.1177/1354856520923972 (DOI)000536640400001 ()2-s2.0-85085477483 (Scopus ID)
Projects
Inkluderande julkalender
Funder
The Swedish Post and Telecom Authority (PTS), Dnr: 16-462
Note

CC BY 4.0

Available from: 2020-05-28 Created: 2020-05-28 Last updated: 2025-09-29Bibliographically approved
Westin, T., Brusk, J. & Engström, H. (2020). Activities to Support Sustainable Inclusive Game Design Processes. EAI Endorsed Transactions on Creative Technologies, 6(20), Article ID e4.
Open this publication in new window or tab >>Activities to Support Sustainable Inclusive Game Design Processes
2020 (English)In: EAI Endorsed Transactions on Creative Technologies, ISSN 2409-9708, Vol. 6, no 20, article id e4Article in journal (Refereed) Published
Abstract [en]

INTRODUCTION: The problem addressed in this work is the lack of knowledge of what inclusive game design would mean in practice within existing design processes of game companies. A pilot project was devised to involve both the game industry and disabled people.

OBJECTIVES: The goal in this study was to identify activities that constitute the biggest obstacles to realising sustainable design processes for inclusive game design.

METHODS: The study is mainly based on two full-day workshops with the game industry and three game studios, three organisations of disabled youth and authorities.

RESULTS: Five activities were identified in the analysis of the workshops: 1) Find opportunities for inclusive game design; 2) Raise awareness about inclusive game design; 3) Handle integrity and security; 4) Recruit the right competence; and 5) Adapt workplaces and tools.

CONCLUSION: The five main activities should be considered to achieve sustainable inclusive game design processes.

Place, publisher, year, edition, pages
EAI, 2020
Keywords
Game industry, Game design processes, Inclusion, Disabled people
National Category
Information Systems, Social aspects
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-18186 (URN)10.4108/eai.30-7-2019.162948 (DOI)
Projects
PowerUpGame Hub Scandinavia 2
Note

This work was funded by the Swedish Governmental Agency for Innovation Systems (Vinnova) and Game Hub Scandinavia 2.0, Projektid: NYPS20201849, EU Interreg Öresuns-Kattegat-Skagerrak.

Available from: 2020-02-04 Created: 2020-02-04 Last updated: 2025-09-29Bibliographically approved
Ugolotti, V. C., Brusk, J. & Engström, H. (2020). Crying in the game: an inductive analysis of a game that portraits benevolent sexism. In: Panagiotis Fotaris (Ed.), Proceedings of the 14th European Conference on Games-based Learning: A virtual conference hosted by The University of Brighton, UK, 24-25 September 2020. Paper presented at 14th European Conference on Game Based Learning (ECGBL 2020) hosted by The University of Brighton, UK on 24 – 25th September 2020 (pp. 620-628). Reading, UK: Academic Conferences and Publishing International Limited
Open this publication in new window or tab >>Crying in the game: an inductive analysis of a game that portraits benevolent sexism
2020 (English)In: Proceedings of the 14th European Conference on Games-based Learning: A virtual conference hosted by The University of Brighton, UK, 24-25 September 2020 / [ed] Panagiotis Fotaris, Reading, UK: Academic Conferences and Publishing International Limited, 2020, p. 620-628Conference paper, Published paper (Refereed)
Abstract [en]

Sexism in digital games has received a lot of attention in recent research. Most such studies are addressing the perception of sexist content in games and the attitude in gaming communities. This article analyses the digital game Behind Every Great One, which portraits benevolent sexism, i.e. sexism that may appear positive but that has a damaging effect. What is unique with this game is that it is played from the victim's perspective, a housewife. The article presents an inductive analysis of the game using a triangulation of three different methods: a textual analysis, a player study, and an interview with the developer. The result shows that the game manages to convey benevolent sexism to players and evoke empathy for the victim. This is achieved through a combination of mechanics, narrative, and visual and musical aesthetics. For example, the physical space available for the protagonist is constantly shrinking and crying is used as a powerful mechanics in the game. The player needs to find an empty space for the protagonist to cry and this provides insight into her emotional state. Through the game, the developer reflects upon his own behaviour towards women and the consequences it might have had for them. In particular how his, and other men's, self-absorption forces their female partners into an undesirable social role, in which their needs are constantly neglected. The combination of a meaningful gameplay and the use of game mechanics to convey a message lead us to suggest that the gameplay can be characterized as a persuasive meaningful play. The game has a potential to be used in educational environments as a starting point for discussions regarding gender roles and benevolent sexism.

Place, publisher, year, edition, pages
Reading, UK: Academic Conferences and Publishing International Limited, 2020
Series
Proceedings of the European conference on games-based learning, ISSN 2049-0992, E-ISSN 2049-100X
Keywords
Benevolent sexism, Educational games, Games for change, Meaningful play, Persuasive games, Textual analysis, Computer games, Damaging effects, Digital games, Educational environment, Emotional state, Gender roles, Recent researches, Self absorption, Mechanics
National Category
Other Engineering and Technologies Pedagogy
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-19291 (URN)2-s2.0-85096644727 (Scopus ID)978-1-912764-70-9 (ISBN)978-1-912764-71-6 (ISBN)
Conference
14th European Conference on Game Based Learning (ECGBL 2020) hosted by The University of Brighton, UK on 24 – 25th September 2020
Note

10.34190/GBL.20.046

Available from: 2020-12-03 Created: 2020-12-03 Last updated: 2025-09-29Bibliographically approved
Westin, T., Engström, H. & Brusk, J. (2020). Towards Sustainable Inclusive Game Design Processes. In: Anthony Brooks, Eva Irene Brooks (Ed.), Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings. Paper presented at 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019 (pp. 390-396). Cham: Springer
Open this publication in new window or tab >>Towards Sustainable Inclusive Game Design Processes
2020 (English)In: Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019, Proceedings / [ed] Anthony Brooks, Eva Irene Brooks, Cham: Springer, 2020, p. 390-396Conference paper, Published paper (Refereed)
Abstract [en]

While many studies have been done about creation of accessible games, they have mainly been conducted in an academic context and represents a gap between game research and the game industry. The pilot project presented in this paper (PowerUp) addresses inclusive design by involving both the game industry and disabled people. The goal is to identify activities that constitute the biggest obstacles to realising sustainable design processes for inclusive game de- sign (IGD). Four activities were identified through two full-day workshops with the game industry and game studios, disabled people and authorities: 1) Find op- portunities for IGD with disabled people; 2) Handle integrity and security of dis- abled people; 3) Recruit the right competence among disabled people; and 4) Adapt workplaces and tools for IGD processes. These activities are tentative and will hopefully be subject to discussion and further development to achieve sus- tainable inclusive game design.

Place, publisher, year, edition, pages
Cham: Springer, 2020
Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211, E-ISSN 1867-822X ; 328
Keywords
Game industry, Game design processes, Inclusion, Disabled people
National Category
Information Systems, Social aspects
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-17891 (URN)10.1007/978-3-030-53294-9_27 (DOI)2-s2.0-85089317151 (Scopus ID)978-3-030-53293-2 (ISBN)978-3-030-53294-9 (ISBN)
Conference
8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019, Aalborg, Denmark, November 6–8, 2019
Projects
PowerUpGame Hub Scandinavia 2
Funder
Vinnova
Note

This work was funded by the Swedish Governmental Agency for Innovation Systems (Vinnova) and Game Hub Scandinavia 2.0, Projektid: NYPS20201849, EU Interreg Öresuns-Kattegat-Skagerrak. Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 328)

Available from: 2019-11-19 Created: 2019-11-19 Last updated: 2025-09-29Bibliographically approved
Engström, H., Brusk, J. & Erlandsson, P. (2018). Prototyping Tools for Game Writers. The Computer Games Journal, 7(3), 153-172
Open this publication in new window or tab >>Prototyping Tools for Game Writers
2018 (English)In: The Computer Games Journal, E-ISSN 2052-773X, Vol. 7, no 3, p. 153-172Article in journal (Refereed) Published
Abstract [en]

A game is best evaluated by playing it and prototyping is therefore an important activity in game development. Game writers and narrative designers are responsible for the narrative structure of a game, which may have a varying degree of interactivity to it. The aim of this paper is to analyse the role of prototyping tools for game writers. There is a limited range of such tools available, of which Twine is one of the most established. Most of these tools have a text-based programming interface for modelling of game mechanics. This paper presents Deig—a proto- typing tool for creating point-and-click adventure games. In Deig, game mechanics is modelled graphically using nodes from a set of primitives. We present an interview study where game writing students reflect on their experience of using Deig and Twine as prototyping tools. The result shows that both tools have their merits and complement each other. Deig was found to be intuitive for modelling of game mechanics, which lead students to create interactive narratives. Twine was found to be more useful for experimental writing. The conclusion of this work is that there is a need for a diverse set of prototyping tools to support game writing.

Place, publisher, year, edition, pages
Springer, 2018
Keywords
Computer game, Game writing, Narrative design, Prototyping, Tools
National Category
Information Systems
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-15376 (URN)10.1007/s40869-018-0062-y (DOI)
Projects
Inkluderande julkalender
Funder
The Swedish Post and Telecom Authority (PTS)
Available from: 2018-06-07 Created: 2018-06-07 Last updated: 2025-09-29Bibliographically approved
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
Keywords
Inclusive game design, Narrative, Story, Plot elements, Visually impaired players, Sighted players
National Category
Other Engineering and 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: 2025-09-29Bibliographically approved
Brusk, J. (2016). Computer Game Development: Diversity and Inclusiveness. In: Lars Kristensen (Ed.), Art and Game Obstruction: (pp. 47-52). Göteborg: Rojal Förlag
Open this publication in new window or tab >>Computer Game Development: Diversity and Inclusiveness
2016 (English)In: Art and Game Obstruction / [ed] Lars Kristensen, Göteborg: Rojal Förlag , 2016, p. 47-52Chapter in book (Refereed) [Artistic work]
Abstract [en]

Computer games combine various artistic disciplines, such as visual art, sound, music and storytelling, with low-level data representations and algorithms in order to create an interactive experience for one or more players. This essay discusses the implications of exploring the design space at the intersection of games and art from a game design perspective. In particular, this essay argues that exploring and treating games as art is a step towards inclusive game development.

Place, publisher, year, edition, pages
Göteborg: Rojal Förlag, 2016
Keywords
Art, Game design, Video games, MDA, Gender
National Category
Visual Arts
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-13423 (URN)978-91-982113-0-6 (ISBN)
Available from: 2017-03-10 Created: 2017-03-10 Last updated: 2025-09-29Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9251-6554

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