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Design Patterns for Voice Interaction in Games

Published:23 October 2018Publication History

ABSTRACT

Voice interaction is increasingly common in digital games, but it remains a notoriously difficult modality to design a satisfying experience for. This is partly due to limitations of speech recognition technology, and partly due to the inherent awkwardness we feel when performing some voice actions. We present a pattern language for voice interaction elements in games, to help game makers explore and describe common approaches to this design challenge. We define 25 design patterns, based on a survey of 449 videogames and 22 audiogames that use the player's voice as an input to affect the game state. The patterns express how games frame and structure voice input, and how voice input is used for selection, navigation, control and performance actions. Finally, we argue that academic research has been overly concentrated on a single one of these design patterns, due to an instrumental research focus and a lack of interest in the fictive dimension of videogames.

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      • Published in

        cover image ACM Conferences
        CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
        October 2018
        563 pages
        ISBN:9781450356244
        DOI:10.1145/3242671
        • General Chairs:
        • Florian 'Floyd' Mueller,
        • Daniel Johnson,
        • Ben Schouten,
        • Program Chairs:
        • Phoebe O. Toups Dugas,
        • Peta Wyeth

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        • Published: 23 October 2018

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        CHI PLAY '18 Paper Acceptance Rate43of123submissions,35%Overall Acceptance Rate421of1,386submissions,30%

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