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             Chapter 1: Introduction 
            1.1: 
              Motivation 
            A quick glance 
              at the "gamesfortheblind.com"-website reveals the huge 
              gap between present-day games and games made for visually impaired 
              users. A gap that is getting bigger and bigger. 
               
              While seeing gamers venture into 3D gaming worlds such as 'Myst' 
              and 'Final Fantasy', blind gamers are forced to play yet another 
              game of Blackjack, Battleship or Memory. 
            Several attempts 
              have been made, though, to create a game that is as exciting as 
              a game for the seeing. But almost all of these attempts consist 
              of translating (read: 'sonifying') the visual content of existing 
              games, in order to make them accessible. Unfortunately, various 
              aspects of what makes the game fun to play get neglected in this 
              process, because these other aspects are not translated into the 
              audio-domain. 
            Such an approach 
              is often taken, not only in computer games, but also in other multimedia-products 
              for the blind. We think it is quite possible to create a product 
              that is accessible and also gives the blind user the same experience 
              a seeing player gets when using a similar product with visual output. 
              Figure 1 shows the 
              two different approaches.  
             
              1.2: Goal 
            The basic goal 
              of the project is to investigate a design process of a non-visual 
              computer game that resembles the same level of accessibility and 
              fun as a game with visual output. The demonstration game has to 
              be as exciting and challenging as visual games. The game is designed 
              for blind children at the age of 10 to 14. During our concept phase, 
              we eliminate all visual terminology and base every output on sound 
              only. Elements of visual concepts are avoided, which makes sure 
              that blindness is not a handicap in this game. The design process 
              contains two parts; a design process purely based on sound and a 
              design process that focuses on the blind. 
              This project is the first step in researching the possibilities 
              of using sound as the main fundamental throughout a design process. 
              Our research indicates that there is a difference between designing 
              and styling audio. Further studies may lead to a definition of Audio 
              Design Principles. 
             
              1.3: Approach of the project  
            Our research 
              phase contained the following items: 
            
              - Literature 
                and repertoire
 
              - Good and 
                bad practice
 
              - Research 
                of fundamentals and essence of games
 
              - Target group 
                research
 
             
            After the research 
              phase we specified: 
            
              - A concept 
                during our conceptualization phase
 
              - Design parameters
 
             
            The production 
              phase contained: 
            
              - Prototyping
 
              - User research: 
                the prototypes were tested on blind children in the target group
 
              - Feedback 
                of prototypes
 
              - Production 
                of 'Drive', the game
 
              - Feedback 
                of 'Drive'
 
              - Documentation 
                en dissemination (national press, free download of the game, conventions, 
                lectures)
 
               
             
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