@inproceedings{allisonDesignPatternsVoice2018,
  title = {Design {{Patterns}} for {{Voice Interaction}} in {{Games}}},
  booktitle = {Proceedings of the 2018 {{Annual Symposium}} on {{Computer-Human Interaction}} in {{Play}}},
  author = {Allison, Fraser and Carter, Marcus and Gibbs, Martin and Smith, Wally},
  date = {2018-10-23},
  pages = {5--17},
  publisher = {ACM},
  location = {Melbourne VIC Australia},
  doi = {10.1145/3242671.3242712},
  url = {https://dl.acm.org/doi/10.1145/3242671.3242712},
  urldate = {2025-05-29},
  abstract = {Voice interaction is increasingly common in digital games, but it remains a notoriously difficult modality to design a satisfying experience for. This is partly due to limitations of speech recognition technology, and partly due to the inherent awkwardness we feel when performing some voice actions. We present a pattern language for voice interaction elements in games, to help game makers explore and describe common approaches to this design challenge. We define 25 design patterns, based on a survey of 449 videogames and 22 audiogames that use the player’s voice as an input to affect the game state. The patterns express how games frame and structure voice input, and how voice input is used for selection, navigation, control and performance actions. Finally, we argue that academic research has been overly concentrated on a single one of these design patterns, due to an instrumental research focus and a lack of interest in the fictive dimension of videogames.},
  eventtitle = {{{CHI PLAY}} '18: {{The}} Annual Symposium on {{Computer-Human Interaction}} in {{Play}}},
  isbn = {978-1-4503-5624-4},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/JSYNEGUA/Allison et al. - 2018 - Design Patterns for Voice Interaction in Games.pdf}
}

@article{allisonWordPlayHistory2020,
  title = {Word {{Play}}: {{A History}} of {{Voice Interaction}} in {{Digital Games}}},
  shorttitle = {Word {{Play}}},
  author = {Allison, Fraser and Carter, Marcus and Gibbs, Martin},
  date = {2020-03},
  journaltitle = {Games and Culture},
  shortjournal = {Games and Culture},
  volume = {15},
  number = {2},
  pages = {91--113},
  issn = {1555-4120, 1555-4139},
  doi = {10.1177/1555412017746305},
  url = {https://journals.sagepub.com/doi/10.1177/1555412017746305},
  urldate = {2025-05-29},
  abstract = {The use of voice interaction in digital games has a long and varied history of experimentation but has never achieved sustained, widespread success. In this article, we review the history of voice interaction in digital games from a media archaeology perspective. Through detailed examination of publicly available information, we have identified and classified all games that feature some form of voice interaction and have received a public release. Our analysis shows that the use of voice interaction in digital games has followed a tidal pattern: rising and falling in seven distinct phases in response to new platforms and enabling technologies. We note characteristic differences in the way Japanese and Western game developers have used voice interaction to create different types of relationships between players and in-game characters. Finally, we discuss the implications for game design and scholarship in light of the increasing ubiquity of voice interaction systems.},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/HW9IIJ6A/Allison et al. - 2020 - Word Play A History of Voice Interaction in Digit.pdf}
}

@online{Contact1,
  title = {Contact 1},
  url = {https://www.playablstudios.com/facade},
  urldate = {2025-05-29},
  langid = {american},
  organization = {Playabl Studios}
}

@article{copaceanuUsingVoiceInput2024,
  title = {Using {{Voice Input}} to {{Control}} and {{Interact With}} a {{Narrative Video Game}}},
  author = {Copaceanu, Andrei and Weinel, Jonathan and Cunningham, Stuart},
  date = {2024-07},
  journaltitle = {345},
  publisher = {{BCS Learning and Development}},
  issn = {1477-9358},
  doi = {10.14236/ewic/eva2024.66},
  url = {https://chesterrep.openrepository.com/handle/10034/628845},
  urldate = {2025-05-29},
  abstract = {With the advancement of artificial intelligence (AI) over recent years, especially the breakthrough in technology that OpenAI achieved with the natural language generative model of ChatGPT, virtual assistants and voice interactive devices such as Amazon’s Alexa or Apple’s Siri, have become popular with the general public. This is due to their ease of use, accessibility, and ability to be used without physical interaction. When it comes to the video games industry, there have been attempts to implement voice input as a core mechanic, with various levels of success. Ultimately, voice input has been mostly used as a separate mechanic or as an alternative to traditional input methods. This project will investigate different methods of using voice input to control and interact with a narrative video game. The research will analyse which method is most effective in facilitating player control of the game and identify challenges related to implementation. This paper also includes a work-in-progress demonstration of a voice-activated game made in Unreal Engine.},
  langid = {english},
  annotation = {Accepted: 2024-07-15T14:55:36Z},
  file = {/Users/gabrielmermer/Zotero/storage/Q72L2H7U/Copaceanu et al. - 2024 - Using Voice Input to Control and Interact With a N.pdf}
}

@online{DavabaseWhisper_real_timeReal2022,
  title = {Davabase/Whisper\_real\_time: {{Real}} Time Transcription with {{OpenAI Whisper}}.},
  date = {2022},
  url = {https://github.com/davabase/whisper_real_time},
  urldate = {2025-09-02},
  file = {/Users/gabrielmermer/Zotero/storage/53FZQHPW/whisper_real_time.html}
}

@article{harneskExploringVoiceInteractions,
  title = {Exploring Voice Interactions in an Open World Video Game Environment},
  author = {Harnesk, Robin},
  abstract = {The use of voice interactions in home voice assistants are becoming mainstream and it’s being used to everything from information seeking to personal management. Even though games utilising voice has been praised for its innovation it has never been anything other than a novelty and research has been scarce. This study explores how a voice user interface (VUI) can be designed to reduce in-game interruptions in an open world video game environment. Through literature research, interviews, observations and prototypes aimed towards people playing video games and users of VUIs, this thesis proposes a set of design qualities for future implementation. The findings show that designing for voice interactions in an open world video game is, among other things, a matter of providing context-based triggers together with a compressed and modular approach that does not require the user to shift their attention from the video game.},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/P6YFSKTU/Harnesk - Exploring voice interactions in an open world vide.pdf}
}

@online{ibmWhatUserExperience2025,
  title = {What Is {{User Experience}} ({{UX}})? | {{IBM}}},
  shorttitle = {What Is {{User Experience}} ({{UX}})?},
  author = {IBM},
  date = {2025-01-10T00:00:00.000},
  url = {https://www.ibm.com/think/topics/user-experience},
  urldate = {2025-09-29},
  abstract = {User experience, often shortened to UX, refers to the overall experience a user has when interacting with a product, system, or service.},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/CTT3LJCX/user-experience.html}
}

@online{interactiondesignfoundationWhatAreVoice2025,
  title = {What Are {{Voice User Interfaces}} ({{VUI}})?},
  author = {{Interaction Design Foundation}},
  date = {2025},
  url = {https://www.interaction-design.org/literature/topics/voice-user-interfaces},
  urldate = {2025-09-30},
  abstract = {What are Voice User Interfaces (VUI)? Voice user interfaces (VUIs) allow the user to interact with a system through voice or speech commands. Virtual assistants, such as Siri, Google Assistant, and...},
  langid = {english},
  organization = {The Interaction Design Foundation},
  file = {/Users/gabrielmermer/Zotero/storage/LCMCPTJ3/voice-user-interfaces.html}
}

@online{iridiumstudiosThereCameEcho2015,
  title = {There {{Came}} an {{Echo}} on {{Steam}}},
  author = {Iridium Studios, Iridium Studios},
  date = {2015},
  url = {https://store.steampowered.com/app/319740/There_Came_an_Echo/},
  urldate = {2025-09-02},
  abstract = {There Came an Echo is a real-time strategy game in which the player assumes command of a small squadron, using an advanced voice recognition system to issue orders. It features a character-driven sci-fi narrative that stars Wil Wheaton, Ashly Burch, Laura Bailey, Yuri Lowenthal, and more!},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/ZLEKR2Z4/There_Came_an_Echo.html}
}

@online{kiiskiVoiceGamesHistory2020,
  type = {fi=AMK-opinnäytetyö|sv=YH-examensarbete|en=Bachelor's thesis|},
  title = {Voice {{Games}}: {{The History}} of {{Voice Interaction}} in {{Digital Games}}},
  shorttitle = {Voice {{Games}}},
  author = {Kiiski, Teemu},
  date = {2020},
  url = {http://www.theseus.fi/handle/10024/336352},
  urldate = {2025-05-29},
  abstract = {This thesis was commissioned by Doppio Games, a Lisbon-based game studio that makes conversational voice games for Amazon Alexa and Google Assistant. Doppio has released games such as The Vortex (2018) and The 3\% Challenge (2019).    In recent years, voice interaction with computers has become part of everyday life. However, despite the fact that voice interaction mechanics have been used in games for several decades, the category of voice interaction games, or voice games in short, has remained relatively obscure. The purpose of the study was to research the history of voice interaction in digital games. The objective of this thesis is to describe a chronological history for voice games through a platform-focused approach while highlighting different design approaches to voice interaction.    Research findings point out that voice interaction has been experimented with in commercially published games and game systems starting from the 1980s. Games featuring voice interaction have appeared in waves, typically as a reaction to features made possible by new hardware. During the past decade, the field has become more fragmented. Voice games are now available on platforms such as mobile devices and virtual assistants. Similarly, traditional platforms such as consoles are keeping up by integrating more voice interaction features.    As a result of games escaping outside of traditional game platforms, voice interaction is now being implemented in a variety of games both by indie developers and more established developers. At the same time, new design approaches to voice interaction are experimented with. For platforms and developers, challenges to overcome in the future include coming up with fresh design approaches to voice interaction, integrating voice as a core game mechanic instead of as a substitute for existing control schemes, and taking into account players’ privacy.    The complexity of voice interaction mechanics in games varies and is restricted by the platform’s hardware and software capabilities. From this perspective, voice interaction in games typically falls into four categories: games where voice interaction is based on simple volume detection, games that require mimicking such as karaoke games through pitch and rhythm detection, games that feature voice commands through speech recognition, and conversational games that go beyond simple voice commands.    The study was carried out through the qualitative research method by conducting online literary research. Due to limitations of resources, it was not possible to include every game that has ever featured voice interaction or cover all the various design approaches that game developers have used.},
  langid = {english},
  annotation = {Accepted: 2020-04-30T11:22:02Z},
  file = {/Users/gabrielmermer/Zotero/storage/IB9HMW2T/Kiiski - 2020 - Voice Games The History of Voice Interaction in D.pdf}
}

@online{LargeLanguageModel,
  title = {Large Language Model Noun - {{Definition}}},
  url = {https://www.oxfordlearnersdictionaries.com/definition/english/large-language-model},
  urldate = {2025-09-02},
  file = {/Users/gabrielmermer/Zotero/storage/ZDSASAEV/large-language-model.html}
}

@inproceedings{liResearchVoiceInteraction2019,
  title = {Research on {{Voice Interaction Technology}} in {{VR Environment}}},
  booktitle = {2019 {{International Conference}} on {{Electronic Engineering}} and {{Informatics}} ({{EEI}})},
  author = {Li, ChangYuan and Tang, BaiHui},
  date = {2019-11},
  pages = {213--216},
  doi = {10.1109/EEI48997.2019.00053},
  url = {https://ieeexplore.ieee.org/document/8991134/},
  urldate = {2025-05-29},
  abstract = {Artificial intelligence has broad prospects and has a wide range of application fields. This paper studied the interactive combination of natural language processing technology and virtual reality environment in artificial intelligence, and optimized it in the software design level. This paper achieved VR and NLP environment based on unity3d engine. Finally, the input voice signal can be converted into interactive commands in VR environment, and VR environment also can be controlled by the voice.},
  eventtitle = {2019 {{International Conference}} on {{Electronic Engineering}} and {{Informatics}} ({{EEI}})},
  keywords = {interact,natural language process,unity3d,virtual reality},
  file = {/Users/gabrielmermer/Zotero/storage/EZEM6ZQ3/Li and Tang - 2019 - Research on Voice Interaction Technology in VR Env.pdf}
}

@online{PtolemsSingingCatacombs,
  title = {Ptolem's {{Singing Catacombs}} by Miziziziz},
  url = {https://nartier.itch.io/ptolems-singing-catacombs},
  urldate = {2025-05-29},
  langid = {english},
  organization = {itch.io},
  file = {/Users/gabrielmermer/Zotero/storage/ASQBTXD4/ptolems-singing-catacombs.html}
}

@online{PtolemsSingingCatacombsa,
  title = {Ptolem's {{Singing Catacombs}} by Miziziziz},
  url = {https://nartier.itch.io/ptolems-singing-catacombs},
  urldate = {2025-09-02},
  langid = {english},
  organization = {itch.io},
  file = {/Users/gabrielmermer/Zotero/storage/SMHFZXKJ/ptolems-singing-catacombs.html}
}

@online{RPGNounDefinition,
  title = {{{RPG}} Noun - {{Definition}}},
  url = {https://www.oxfordlearnersdictionaries.com/definition/english/rpg},
  urldate = {2025-09-02},
  file = {/Users/gabrielmermer/Zotero/storage/9ZTCCQVE/rpg.html}
}

@article{sebastianVoiceControlTurnBased2024,
  title = {Voice {{Control Turn-Based Role Playing Game Development Using Unity Speech Recognition}}},
  author = {Sebastian, Sebastian and Dirgantara, Harya Bima},
  date = {2024-01-22},
  journaltitle = {IJNMT (International Journal of New Media Technology)},
  shortjournal = {International Journal of New Media Technology},
  volume = {10},
  number = {2},
  pages = {79--86},
  issn = {2581-1851, 2355-0082},
  doi = {10.31937/ijnmt.v10i2.3380},
  url = {https://ejournals.umn.ac.id/index.php/IJNMT/article/view/3380},
  urldate = {2025-05-29},
  abstract = {This research endeavors to create and develop a turn-based role-playing video game utilizing speech recognition as an innovative means to introduce a novel experience in video games. The game is designed and implemented using the Unity game engine. The game prototype produced in this study is intended to provide a unique experience when playing games, namely using voice recognition to try to beat opponents. The researcher adopts the Extreme Programming methodology, compassing four stages: Planning, Design, Develop and Testing/Release. The culmination of this research is a turn-based roleplaying game featuring speech recognition controls intended for Windows computers equipped with a microphone. The game offers players fresh and innovative gameplay by incorporating speech recognition. Based on the closed beta trial on three respondents, the result was that there was an influence from the playing room. Two words are difficult for the game to detect: "molten spear" with an average detection rate of 40\% and "chakra magic" with an average detection rate of 33\%.},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/X8EPMXNC/Sebastian and Dirgantara - 2024 - Voice Control Turn-Based Role Playing Game Develop.pdf}
}

@online{Talon,
  title = {Talon},
  url = {https://talonvoice.com/},
  urldate = {2025-05-29},
  file = {/Users/gabrielmermer/Zotero/storage/X23FQMXE/talonvoice.com.html}
}

@article{yuanGameAccessibilitySurvey2011,
  title = {Game Accessibility: A Survey},
  shorttitle = {Game Accessibility},
  author = {Yuan, Bei and Folmer, Eelke and Harris, Frederick C.},
  date = {2011-03},
  journaltitle = {Universal Access in the Information Society},
  shortjournal = {Univ Access Inf Soc},
  volume = {10},
  number = {1},
  pages = {81--100},
  issn = {1615-5289, 1615-5297},
  doi = {10.1007/s10209-010-0189-5},
  url = {http://link.springer.com/10.1007/s10209-010-0189-5},
  urldate = {2025-05-29},
  abstract = {Over the last three decades, video games have evolved from a pastime into a force of change that is transforming the way people perceive, learn about, and interact with the world around them. In addition to entertainment, games are increasingly used for other purposes such as education or health. Despite this increased interest, a significant number of people encounter barriers when playing games due to a disability. Accessibility problems may include the following: (1) not being able to receive feedback; (2) not being able to determine in-game responses; (3) not being able to provide input using conventional input devices. This paper surveys the current state-of-the-art in research and practice in the accessibility of video games and points out relevant areas for future research. A generalized game interaction model shows how a disability affects ones ability to play games. Estimates are provided on the total number of people in the United States whose ability to play games is affected by a disability. A large number of accessible games are surveyed for different types of impairments, across several game genres, from which a number of high- and low-level accessibility strategies are distilled for game developers to inform their design.},
  langid = {english},
  file = {/Users/gabrielmermer/Zotero/storage/2S3PJPDV/Yuan et al. - 2011 - Game accessibility a survey.pdf}
}
