Immersive Sound:Visually Impaired Game Players'Mediated Perception and Practice
In the era of deep mediatization,digital and intelligent media reconstruct those visually impaired people's cognitive experience and social life,while current research on mobile gaming cognition and practice of visually-impaired gamers remains scarce.Bases on case study of the popular mobile game for the blind"Listening to the Wandering World",this study explored how new media technologies primarily sound enables visual compensation as well as constructs unique gaming time and space for visually-impaired gamers,so as to deeply describe and present visually-impaired gamers'rich gaming experiences and multi-dimension influences,by adopting digital ethnography and in-depth interviews as research methods.The findings show that the gaming time and space shaped by sound complexly interacting with bio-psycho-social dimensions of those visually-impaired gamers,and weaving a mediated space being imagined by the gamers,shape their daily perception of time and impose temporal pressure,as well as endow them with social relationships and connections both within and beyond the game.The study indicated the cognitive compensation provided by media technologies for the disabled in the context of information accessibility,possibilities and implications of digital inclusion and social integration,as well as the robust power of auditory media.
Visually-impaired PeopleMobile Games for the BlindAudio MediaMediatizationBiopsychosocial Model