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a phenomenological inquiry
of sound within educational
games
by: jason rosenblum
University of Texas at Austin
Presentation with refs: http://slidesha.re/13PPdZE
Study background
Pilot study to explore participant experience with
sound.
What’s it like to experience sound while playing
educational games?
Precursor to follow-up phenomenological research in
SP 2013, and will form the basis for dissertation work.
Takes a descriptive phenomenological approach
peeking into the literature
very little existing research with sound for educational
games
some work to identify sound in edu software (Bishop,
2008)
majority focuses on uses of narration or sound and
cognitive load (Kalyuga, 2010; Moreno & Mayer, 2000)
can learn much from game sound studies (Jorgensen,
2008; Collins, 2008) and film sound theory (Chion,
1994)
What is our
experience of sound
in educational games?
(Giorgi,1997; Moustakas, 1994)
a research question...
(Giorgi,1997; Moustakas, 1994)
What is our
experience of sound
in educational games?
“Thomas”, “Anne”
and “Karen”
from
hush...fate of the world alien rescue
3 Serious Games
+ + +
Research Design
Interviews
Screenflow
2 interviews per participant, appx 6 hrs of audio and
recorded gameplay
Validation occurred with clarifying questions during the
interview
[ epoché ]
(Giorgi,1997; Moustakas, 1994)
(Giorgi,1997; Moustakas, 1994)
horizonalization
http://www.catherinehall.net/blog/2012/09/20/a-new-perspective-on-the-past/
reduction
(Giorgi,1997; Moustakas, 1994;
Corbin & Strauss, 2007)
Identified Horizons
identified 378 Horizons
Horizon = Results of open coding of Meaning Units in
interview protocol
Invariant Constituents
Constant comparison of
horizons to cluster horizons
into groups
Formed 51 Initial Invariant
Constituents
Additional grouping reduced
to 12 Final Constituents
Final Constituents
Game music supports
affective engagement
Sound should connect
with game elements
and decision making
Sound choices need
to fit game context
Sound effects convey
in-game movement
Game sound provides
immersion and impact
Sound in and out of
the game can be
distracting
Sound helps player to
identify as game
character
Sound to connect with
in-game characters
headphones provide
an immersive
experience
Music choices need to
fit game context
Sound and music
should provide
connection in video
Game visuals and
sound work closely
together
Sound and visuals worked
together
Enabled players to be fully present during gameplay
and maintain a, “sense of presence” (Jorgensen, 2008,
p. 171) in the game.
players connected with stories,
identified with the plight of game characters,
made emotional connections with the game
experience
Essence - emotional
connection
Anne felt the emotional contours left by playing Hush
and Karen thought the silent space station was
“...creepy”.
These experiences demonstrate an, “emotional
connection to the game world” (Jorgensen, 2008, p.
171)
and for Anne, was an example of how sound can
evoke anxiety during game play (Toprac & Meguid,
2011)
Essence : connection to
social issues
Thomas: “much deeper than I thought it was going to
be. Definitely went from a typing game to a, ’Oh wow!’
This is a serious social issue.”
Anne: “...when you go in [with sound] you can’t help
but understand it in a… much more experiential way
that sort of touched not just my head but my heart,
too.”
Implications for research
Forms basis for further inquiry into sound and player
experience
Can be used to develop a framework to design sound
for educational games
Descriptive phenomenological approach useful for
other types of game-based learning research
Only my perspective in deriving horizons & doing analysis
Descriptive phenomenology approach used not
generalizable
Describes 3 people’s experiences collectively but could
benefit from deeper analysis of overlap in meaning units
First full phenomenology study. Many lessons learned about
methodology from Colaizzi, 1978 and Robinson, 1994
Follow-up Research
Based on Colaizzi, 1978 and Robinson, 1994
Rigorous reduction of meaning units to clearly connect
interpretation to interview protocol
1 Participant, “Everest”
3 in-depth interviews
Started with appx 300 meaning units, reduced to 30
Meaning Unit clusters and finally to 11 Final
Constituents
references
Chion, M. (1994). Sound on Screen (C. Gorbman,Trans.): Columbia University Press.
Colaizzi, Paul. (1978). Psychological Research as the PhenomenologistViews It. In R.Valle & M. King (Eds.), Existential
Phenomenological Alternatives for Psychology (pp. 48-71). NewYork: Oxford Press.
Collins, K. (2008). Game Sound:An Introduction to the History,Theory, and Practice ofVideo Game Music and Sound
Design:The MIT Press.
Giorgi,A. (1997).The theory, practice, and evaluation of the phenomenological method as a qualitative research procedure.
Journal of Phenomenological Psychology, 28(2), 26.
Jorgensen, K. (2008). Left in the dark: playing computer games with the sound turned off. In K. Collins (Ed.), From Pac-Man to
Pop Music: Interactive Audio in Games and New Media (pp. 163-176):Ashgate.
Kalyuga, S. (2010). Narration orVisual Text: When does Modality Effect Apply. Paper presented at the World Conference on
E-Learning in Corporate, Government, Healthcare and Higher Education (ELEARN), Chesapeake,VA.
Moreno, R., & Mayer, R. (2000).A Coherence Effect in Multimedia Learning :The Case for Minimizing Irrelevant Sounds in the
Design of Multimedia Instructional Messages. Journal of Educational Psychology, 92(1).
Moustakas, C. (1994). Phenomenological Research Methods: Sage Publications
Robinson, Faith,A. (1994).An existential-phenomenological investigation of the experience of the experience of self-cutting in
subjects with multiple personality disorder. (Ph.D.), California Institute of Integral Studies.
Toprac, P., Meguid,A. (2011). Causing fear, suspense, and anxiety using sound design in computer games. In M. Grimshaw (Ed.),
Game sound technology and player interaction: Concepts and developments (pp. 176-191). University of Bolton, UK:
Information Science Reference.
fin.
jarosenblum@gmail.com
http://slidesha.re/13PPdZE

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A Phenomenological Inquiry of Sound within Educational Games

  • 1. a phenomenological inquiry of sound within educational games by: jason rosenblum University of Texas at Austin Presentation with refs: http://slidesha.re/13PPdZE
  • 2. Study background Pilot study to explore participant experience with sound. What’s it like to experience sound while playing educational games? Precursor to follow-up phenomenological research in SP 2013, and will form the basis for dissertation work. Takes a descriptive phenomenological approach
  • 3. peeking into the literature very little existing research with sound for educational games some work to identify sound in edu software (Bishop, 2008) majority focuses on uses of narration or sound and cognitive load (Kalyuga, 2010; Moreno & Mayer, 2000) can learn much from game sound studies (Jorgensen, 2008; Collins, 2008) and film sound theory (Chion, 1994)
  • 4. What is our experience of sound in educational games? (Giorgi,1997; Moustakas, 1994) a research question...
  • 5. (Giorgi,1997; Moustakas, 1994) What is our experience of sound in educational games?
  • 7. hush...fate of the world alien rescue 3 Serious Games
  • 8. + + + Research Design
  • 9. Interviews Screenflow 2 interviews per participant, appx 6 hrs of audio and recorded gameplay Validation occurred with clarifying questions during the interview
  • 10. [ epoché ] (Giorgi,1997; Moustakas, 1994)
  • 13. Identified Horizons identified 378 Horizons Horizon = Results of open coding of Meaning Units in interview protocol
  • 14. Invariant Constituents Constant comparison of horizons to cluster horizons into groups Formed 51 Initial Invariant Constituents Additional grouping reduced to 12 Final Constituents
  • 15. Final Constituents Game music supports affective engagement Sound should connect with game elements and decision making Sound choices need to fit game context Sound effects convey in-game movement Game sound provides immersion and impact Sound in and out of the game can be distracting Sound helps player to identify as game character Sound to connect with in-game characters headphones provide an immersive experience Music choices need to fit game context Sound and music should provide connection in video Game visuals and sound work closely together
  • 16. Sound and visuals worked together Enabled players to be fully present during gameplay and maintain a, “sense of presence” (Jorgensen, 2008, p. 171) in the game. players connected with stories, identified with the plight of game characters, made emotional connections with the game experience
  • 17. Essence - emotional connection Anne felt the emotional contours left by playing Hush and Karen thought the silent space station was “...creepy”. These experiences demonstrate an, “emotional connection to the game world” (Jorgensen, 2008, p. 171) and for Anne, was an example of how sound can evoke anxiety during game play (Toprac & Meguid, 2011)
  • 18. Essence : connection to social issues Thomas: “much deeper than I thought it was going to be. Definitely went from a typing game to a, ’Oh wow!’ This is a serious social issue.” Anne: “...when you go in [with sound] you can’t help but understand it in a… much more experiential way that sort of touched not just my head but my heart, too.”
  • 19. Implications for research Forms basis for further inquiry into sound and player experience Can be used to develop a framework to design sound for educational games Descriptive phenomenological approach useful for other types of game-based learning research
  • 20. Only my perspective in deriving horizons & doing analysis Descriptive phenomenology approach used not generalizable Describes 3 people’s experiences collectively but could benefit from deeper analysis of overlap in meaning units First full phenomenology study. Many lessons learned about methodology from Colaizzi, 1978 and Robinson, 1994
  • 21. Follow-up Research Based on Colaizzi, 1978 and Robinson, 1994 Rigorous reduction of meaning units to clearly connect interpretation to interview protocol 1 Participant, “Everest” 3 in-depth interviews Started with appx 300 meaning units, reduced to 30 Meaning Unit clusters and finally to 11 Final Constituents
  • 22. references Chion, M. (1994). Sound on Screen (C. Gorbman,Trans.): Columbia University Press. Colaizzi, Paul. (1978). Psychological Research as the PhenomenologistViews It. In R.Valle & M. King (Eds.), Existential Phenomenological Alternatives for Psychology (pp. 48-71). NewYork: Oxford Press. Collins, K. (2008). Game Sound:An Introduction to the History,Theory, and Practice ofVideo Game Music and Sound Design:The MIT Press. Giorgi,A. (1997).The theory, practice, and evaluation of the phenomenological method as a qualitative research procedure. Journal of Phenomenological Psychology, 28(2), 26. Jorgensen, K. (2008). Left in the dark: playing computer games with the sound turned off. In K. Collins (Ed.), From Pac-Man to Pop Music: Interactive Audio in Games and New Media (pp. 163-176):Ashgate. Kalyuga, S. (2010). Narration orVisual Text: When does Modality Effect Apply. Paper presented at the World Conference on E-Learning in Corporate, Government, Healthcare and Higher Education (ELEARN), Chesapeake,VA. Moreno, R., & Mayer, R. (2000).A Coherence Effect in Multimedia Learning :The Case for Minimizing Irrelevant Sounds in the Design of Multimedia Instructional Messages. Journal of Educational Psychology, 92(1). Moustakas, C. (1994). Phenomenological Research Methods: Sage Publications Robinson, Faith,A. (1994).An existential-phenomenological investigation of the experience of the experience of self-cutting in subjects with multiple personality disorder. (Ph.D.), California Institute of Integral Studies. Toprac, P., Meguid,A. (2011). Causing fear, suspense, and anxiety using sound design in computer games. In M. Grimshaw (Ed.), Game sound technology and player interaction: Concepts and developments (pp. 176-191). University of Bolton, UK: Information Science Reference.