Non-visual game design and training in gameplay skill acquisition - A puzzle game case study

  • Authors:
  • Tatiana V. Evreinova;Grigori Evreinov;Roope Raisamo

  • Affiliations:
  • Department of Computer Sciences, University of Tampere, Kanslerinrinne 1, Pinni B, FIN-33014 Tampere, Finland;Department of Computer Sciences, University of Tampere, Kanslerinrinne 1, Pinni B, FIN-33014 Tampere, Finland;Department of Computer Sciences, University of Tampere, Kanslerinrinne 1, Pinni B, FIN-33014 Tampere, Finland

  • Venue:
  • Interacting with Computers
  • Year:
  • 2008

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Abstract

This paper reports the results of a study on the design and evaluation of the game and techniques which allow puzzles to be played in the absence of visual feedback. We have demonstrated that a camera-mouse can be used successfully for blind navigation and target location acquisition within a game field. To gradually teach the players the sequential learning method was applied. Blind exploration of the gamespace was augmented with sticky labels and overview sound cues, verbal and non-verbal, which can significantly reduce the cognitive load and facilitate mental matching and integration. The full-sticky labels technique does not require fine motor skills and allows a user to gain control over the game with a minimum level of skills. With the vertical sticky labels technique training was focused on the development of accurate head movements only on a horizontal plane. With practice, the players can use the non-sticky labels technique. After 240 trials (3-4h), the cumulative experience of the blindfolded players was increased 22.5-27 times compared to the initial 10 trials.