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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12199))

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Abstract

To play is often known as a voluntary process in a temporary sphere with a unique disposition. In contemporaneity, games are a promising field for application and study, since they are sociocultural products with great impacts on the economy and in technology. Throughout the history of the development of this medium, the sensory experience included the perceptual channels of vision, hearing, and cognition to solve problems. Therefore, this study presents the theme through a systematic literature review and describes several applications and approaches that accentuate and diversify the user’s sensory experience. The main contribution of the study is to elucidate and illustrate the multisensory experiences that involve the use of the kinesthetic system (voice and body) and the haptic system (smell and taste). Moreover, visual experiences have been enhanced through augmented reality, virtual reality, and 3-D visualization. The results and discussion note the particularities of this media and aspects for the feasibility of future applications. It is hoped that this research will pave the way for future work involving case studies of games that allow for aesthetic experiences beyond solely visual experiences to deepen the sensitivity analysis and the process of generating meaning as well as emotional, and cognitive responses.

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Notes

  1. 1.

    The magic circle is an expression used by (Huizinga 2016, 10) as a temporary space for play; it is closed shape, maintained in secrecy, and guided by rules and laws.

  2. 2.

    Nintendo Buyer's Guide: Rumble Pak. Retrieved from: https://www.nintendo.com/consumer/buyers_guide.jsp.

  3. 3.

    (Kapp 2012, 1) defined gamification as the use of game elements and game-thinking to engage people, motivate action, and promote learning.

  4. 4.

    (Gardner 2006, 13) explained linguistic intelligence as the verbal ability to address written and spoken words and sensibility to sounds, meaning and word rhythm, involving interpretation and explanation through communication and language.

  5. 5.

    Bodily kinesthetic intelligence was defined by (Gardner 2006, 10) as the capacity to control the movements of the body and address objects ably, with dexterity, agility coordination, and body balance.

  6. 6.

    According to (Gardner 2006, 13), spatial intelligence is the ability to think imaginatively, elaborating a mental model of a spatial world and being capable of actively using this model.

  7. 7.

    Welcome at AudioGames.net! Retrieved from: http://www.audiogames.net/.

  8. 8.

    Marty’s Blindfold Games: Audio games for the visually impaired community. Retrieved from: https://blog.objectiveed.com/.

  9. 9.

    Pixelate. Retrieved from: http://sureskumar.com/?p=589/.

  10. 10.

    ARAIG: as real as it gets. Retrieved from: http://araig.com/.

  11. 11.

    VUE VR: About. Retrieved from: https://twitter.com/vuetechnologie/.

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Acknowledgement

We are grateful to the Anhembi Morumbi University for funding the technical editing and language translation services.

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Correspondence to Priscilla Maria Cardoso Garone .

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Cardoso Garone, P.M., Nesteriuk, S., Belluzzo de Campos, G. (2020). Sensory Design in Games: Beyond Visual-Based Experiences. In: Duffy, V. (eds) Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Communication, Organization and Work. HCII 2020. Lecture Notes in Computer Science(), vol 12199. Springer, Cham. https://doi.org/10.1007/978-3-030-49907-5_23

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