How Two Players Negotiate Rhythm in a Shared Rhythm Game

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

1 Citation (Scopus)

Abstract

In a design and working prototype of a shared music interface eleven teams of two people were to collaborate about filling in holes with tones and beats in an evolving ground rhythm. The hypothesis was that users would tune into each other and have sections of characteristic rhythmical relationships that related to the ground rhythm. Results from interaction data show that teams did find a mutual rhythm, and that they were able to keep this rhythm for a while and/or over several small periods. Results also showed that two players engaged in very specific rhythmical relationships that differed from each other. Video analysis of user interaction shines light upon how users engaged in a rhythmical relationship, and interviews give information about the user experience in terms of the game play and user collaboration. Based on the findings in this paper we propose design guidelines for collaborative rhythmical game play.
Original languageEnglish
Title of host publicationAM '12 Proceedings of the 7th Audio Mostly Conference : A Conference on Interaction with Sound
Number of pages8
Place of PublicationNew York
PublisherAssociation for Computing Machinery
Publication date26 Sept 2012
Pages1-8
ISBN (Print)978-1-4503-1569-2
DOIs
Publication statusPublished - 26 Sept 2012
EventAudio Mostly - Corfu, Greece
Duration: 25 Sept 201228 Sept 2012

Conference

ConferenceAudio Mostly
Country/TerritoryGreece
CityCorfu
Period25/09/201228/09/2012

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