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Audiogames: Turning the Blind Eye |
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Dr. Samuel Says -
Smart Design
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Written by Dr. Samuel Centralia, Ph.D., D.D.S., Esq.
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Wednesday, 12 August 2009 |
Skimming through the latest edition of AER Journal: Research and Practice in Visual Impairment and Blindness, I came across an interesting item. It seems that researchers have found some success using videogames to help the blind improve real-world navigation skills. But, you are asking, how can the blind play videogames? Well, you’ll be amazed…
The study incorporated the use of two computer games, AudioDoom and
AudioMetro, which develop the player’s ability to navigate a labyrinth
and a subway system, respectively, based on audio cues. As such, these
are more aptly described as audiogames -- there is no visual component
to either game.
But what’s interesting is that the games are apparently successful in
helping the blind player create cognitive visual maps. That is to say,
in their minds. Initial tests showed that when an individual was
expected to navigate to a particular target, brain activity was
associated not only with the expected auditory and sensory-motor
regions, but also with the visual, frontal, and parietal cortexes and
the hippocampus.
As loyal readers will be aware, game design is a pet passion of mine.
(Among other things, I’ve authored several Dungeons & Dragons
sourcebooks, under various aliases.) If you’re at all interested, the
history of sound and music in videogames is a fascinating topic.
Recently, I’ve been interested in the genre of rhythm games, but this
new report has me thinking of more radical approaches. I think the
market is ready is for a whole new platform -- the audiogame. I’m off
to consult with the AER people. More updates as events warrant.
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