ABSTRACT
Wuxia, a famous Chinese genre combining martial arts and philosophy, has been portrayed in various films, novels, and games. However, modern media, especially gaming, often prioritizes the martial arts action instead of the rich philosophical elements central to Wuxia. Addressing this gap, we developed "Listen to the Sword," a game incorporating novel auditory gameplay for an immersive Wuxia narrative. This game integrates spatial sound effects with a breath detection system, providing players with an experience that mirrors the self-cultivation journey characteristic of traditional Wuxia. In this way, we hope to investigate the feasibility of gamifying complex cultural concepts to facilitate intercultural communication.
Supplemental Material
Available for Download
- Puput Dani Prasetyo Adi and Akio Kitagawa. 2019. A review of the Blockly programming on M5Stack board and MQTT based for programming education. In 2019 IEEE 11th International Conference on Engineering Education (ICEED). IEEE, 102–107.Google Scholar
- Brian An, Donald Brown, and Stephanie Guerlain. 2019. The evaluation of a serious game to improve cross-cultural competence. IEEE Transactions on Learning Technologies 12, 3 (2019), 429–441.Google ScholarDigital Library
- Tianming Cao, Hongya Zhou, and Anqi Feng. 2023. Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China. Games and Culture (2023), 15554120231208735.Google Scholar
- Robert L Chard. 1997. Transcendents, Sorcerers, and Women Warriors: Huanzhulouzhu’s Mountain Sword-warriors of Sichuan. Chinoperl Papers 20, 1 (1997), 169–195.Google ScholarCross Ref
- Thomas Cleary. 1997. Stopping and Seeing: A Comprehensive Course in Buddhist Meditation. Shambhala Publications.Google Scholar
- Sanobar Dar, Aniko Ekart, and Ulysses Bernardet. 2022. The Virtual Human Breathing Coach. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 434–436.Google Scholar
- Martin De Jong and Harald Warmelink. 2017. Oasistan: An intercultural role-playing simulation game to recognize cultural dimensions. Simulation & Gaming 48, 2 (2017), 178–198.Google ScholarDigital Library
- Tencent Games. 2023. Qu Zhong Jian - Android version. https://www.taptap.cn/app/238345Google Scholar
- Gert Jan Hofstede and Paul Pedersen. 1999. Synthetic cultures: Intercultural learning through simulation games. Simulation & Gaming 30, 4 (1999), 415–440.Google ScholarDigital Library
- Leanne C Mckay, Karl C Evans, Richard SJ Frackowiak, and Douglas R Corfield. 2003. Neural correlates of voluntary breathing in humans. Journal of applied physiology 95, 3 (2003), 1170–1178.Google ScholarCross Ref
- Vanessa Mills and Rebekah Smith. 2004. Short-and long-term effects of participation in a cross-cultural simulation game on intercultural awareness. DSTO Systems Sciences Laboratory.Google Scholar
- Mirjana Prpa, Ekaterina R Stepanova, Thecla Schiphorst, Bernhard E Riecke, and Philippe Pasquier. 2020. Inhaling and exhaling: How technologies can perceptually extend our breath awareness. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–15.Google ScholarDigital Library
- Elena Shliakhovchuk and Adolfo Muñoz García. 2020. Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature.Educational Sciences: Theory and Practice 20, 1 (2020), 40–58.Google Scholar
- Penelope Sweetser and Peta Wyeth. 2005. GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE) 3, 3 (2005), 3–3.Google ScholarDigital Library
- Stephen Teo. 2015. Chinese martial arts cinema: The wuxia tradition. Edinburgh University Press.Google Scholar
- Stephen Teo. 2021. Chinese martial arts film and the philosophy of action. Routledge.Google Scholar
- Iddo Yehoshua Wald, Amber Maimon, Lucas Keniger De Andrade Gensas, Noemi Guiot, Meshi Ben Oz, Benjamin W Corn, and Amir Amedi. 2023. Breathing based immersive interactions for enhanced agency and body awareness: a claustrophobia motivated study. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. 1–7.Google ScholarDigital Library
- Joanneke Weerdmeester, Marieke MJW Van Rooij, and Isabela Granic. 2022. Visualization, self-efficacy, and locus of control in a virtual reality biofeedback video game for anxiety regulation. Cyberpsychology, Behavior, and Social Networking 25, 6 (2022), 360–368.Google ScholarCross Ref
- Peiheng Zhang. 1994. From Youxia to Wuxia: A Historical Inquiry into Chinese Xia Culture. Fudan Journal: Humanities and Social Sciences3 (1994), 75–82.Google Scholar
Index Terms
- Listen to the Sword: Using Breathing and Spatial Audio for Wuxia Narratives
Recommendations
User experience of stereo and spatial audio in 360° live music videos
AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek360° music videos are becoming prevalent in music entertainment. Still, academic studies of the 360° live music experience covering both audio and visual experience are scarce. In this paper, we present a study of user experience of stereo and spatial ...
Interactive Gamification for New Experimental Music: Initial Findings
CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play"Ecstasy / Light / Inertia" is an interactive narrative-driven application that proposes a novel method to experience new music in a gamified setting. It is comprised of a 3d environment that allows navigation and interaction aiming to present a ...
The Melody of the Mysterious Stones: A VR Mindfulness Game Using Sound Spatialization
CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing SystemsThe Melody of Mysterious Stones is a VR meditation game that utilizes spatial audio technologies. One of the most common mindfulness exercises is to notice and observe five senses including the sense of sound. As a way of helping the players with ...
Comments