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Motion Controllers, Sound, and Music in Video Games: State of the Art and Research Perspectives

Part of the International Series on Computer Entertainment and Media Technology book series (ISCEMT)

Abstract

This chapter is dedicated to the use of motion-sensing controllers in video games, with particular attention to gameplay mechanics that link body movement, sound, an music. First, we present a review of the state of the art. This includes an overview of recent motion controllers describing the different motion-sensing technologies employed and the implications such technologies have on game design and gameplay. This is followed by a set of examples of relationships between motion control, sound, music, and gameplay mechanics in recent video games. Secondly, we present a survey on recent research in expressive movement analysis and motion-based interaction, introducing the concepts of motion descriptor and parameter mapping. We then report on two serious games designed for children affected by autism using full-body motion capture and emotion recognition, and studies of player engagement in motion-controlled video games. In light of the interdisciplinary research presented, we finally discuss perspectives for motion-based game design.

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  • DOI: 10.1007/978-3-319-72272-6_8
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Notes

  1. 1.

    This calibration procedure suggests that direction tracking is achieved by using drift-corrected orientation data obtained from the built-in IMU. A similar calibration procedure was previously used also in games employing the Wii MotionPlus expansion for the Wii Remote.

  2. 2.

    http://www.jsjoust.com.

  3. 3.

    From the video trailer of the game (at 00:13) on Die Gute Fabrik Vimeo channel: https://vimeo.com/31946199.

  4. 4.

    http://www.mogees.co.uk/play.

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Correspondence to Federico Visi .

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Visi, F., Faasch, F. (2018). Motion Controllers, Sound, and Music in Video Games: State of the Art and Research Perspectives. In: Williams, D., Lee, N. (eds) Emotion in Video Game Soundtracking. International Series on Computer Entertainment and Media Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-72272-6_8

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  • DOI: https://doi.org/10.1007/978-3-319-72272-6_8

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-72271-9

  • Online ISBN: 978-3-319-72272-6

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