Rhythm Rangers: an evaluation of beat synchronisation skills and musical confidence through multiplayer gamification influence

Rasmus Emil Reffstrup Kjærbo, Ramon Romeu Parpal, Marco González Pérez, Francisco Manuel Soares de Almeida Rosado Correia, Vatsal Guruvayurappan, Daniel Overholt, Sofia Dahl

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Musical confidence and beat synchronisation skills are explored before and after playing the custom made multiplayer game, Rhythm Rangers. Timing variability is evaluated comparing scores from a repeated baseline test, preand post-game. A qualitative questionnaire assessing musical sophistication, behaviours, and confidence is used for correlation. Participants synchronise claps at quarter-note level to audio loops of varying rhythmic complexity from metronome, to complex syncopated break-beat. The setup comprises bespoke wearable controllers and software integrating multi-sensor microcontrollers (ESP32), a microcomputer (Raspberry Pi), and a visual programming language (Pure Data). Baseline test results indicate better overall beat synchronisation to drum loops compared to a metronome—similar results were found for game scores where the average standard deviation (SD) was highest for the metronome. Average drift variability showed a downward trend for both baseline test loops (metronome and simple drum loop). Total average SD decreased with relation to the amount of rhythmic information in the loops until the complex break-beat. Little correlation between the qualitative data and the participant’s performance during the experiment was found. Dependant samples T-test for the simple drum loop showed a significant effect (t = −2, 48, p < 0.05). No significant effect for the metronome (t = 0.03, p < 0.05) when comparing the baseline test before and after the game. Participants with least or no improvement found the game most challenging; higher game scores showed the least improvement; less experience with rhythm games showed the most improvement. All participants claimed to have had fun and enjoyed themselves while playing the game.
TitelProceedings of the 17th Sound and Music Computing Conference
RedaktørerSimone Spagnol, Andrea Valle
Antal sider8
ForlagAxea sas/SMC Network
ISBN (Elektronisk)978-88-945415-0-2
StatusUdgivet - 2020
Begivenhed17th Sound and Music Computing Conference - Torino, Italien
Varighed: 24 jun. 202026 jun. 2020
Konferencens nummer: 17


Konference17th Sound and Music Computing Conference
NavnProceedings of the Sound and Music Computing Conference


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