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Design Patterns for Voice Interaction in Games

Published: 23 October 2018 Publication 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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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
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 23 October 2018

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Author Tags

  1. design patterns
  2. game design
  3. interaction design
  4. pattern language
  5. speech recognition
  6. voice control
  7. voice interaction

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CHI PLAY '18 Paper Acceptance Rate 43 of 123 submissions, 35%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Five CHI PLAY Papers I Like: On Championing Published Work That Has MeritCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678868(279-281)Online publication date: 14-Oct-2024
  • (2024)Pussy Palette: A Playful Take on Voicing Sexual DesiresCompanion Publication of the 2024 ACM Designing Interactive Systems Conference10.1145/3656156.3665429(347-352)Online publication date: 1-Jul-2024
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