Action RPG game space created by listening and movement: Spatial exploration and cognition of...
summary
Analysis uses a recorded playthrough and player commentary of Last of Us Part II plus detailed ELAN annotations to trace audio cues, timestamps, and movement choices. Findings show auditory signals plus haptic and accessibility settings let a visually impaired player infer room layout, enemy location, and object affordances without visual preview, producing an audio-driven navigation strategy that changes approach selection and timing. The method maps precise cue → inference → action chains and shows independent play is achievable.
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