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G U ITA R H ER O : 
1 0 YEA R S PLA YI N G SC I EN C E
R O G E R TA VA R ES
P r o fe s s o r d e A r t e Te c n o l o g i a n o D e p a r t a m e n t o d e A r t e s d a
U n i v e r s i d a d e F e d e ra l d o R i o G ra n d e d o N o r t e , a t u a l m e n t e e m
p 坦 s - d o u t o ra d o n a U n i v e r s i d a d e d e C o i m b ra .
D o u t o r e m C o m u n i c a 巽 達 o e S e m i 坦 t i c a t e m o s v i d e o g a m e s c o m o
o b j e t o d e e s t u d o d e s d e 1 9 9 9 , e c o m o h o b b y d e s d e P o n g .
A t u a l m e n t e j o g a F i n a l Fa n t a s y B ra v e E x v i u s I D 9 2 1 . 4 9 5 . 5 0 8 .
R O G E R TA VA R ES
E s t u d o , a i n d a e m a n d a m e n t o , n o q u a l 辿 t ra t a d o o j o g o G u i t a r
H e r o , q u e e m s u a c u r t a e f u l m i n a n t e d u ra 巽 達 o , d e 2 0 0 5 a 2 0 0 9 ,
d e s p o n t a c o m o u m g ra n d e i m p a c t o c u l t u ra l n a s o c i e d a d e , e
t a m b 辿 m n a C i 棚 n c i a .
S e r達 o a p r e s e n t a d o s d i v e r s o s c a s o s q u e s e u t i l i z a ra m d e s t e j o g o
e m 叩 r e a s c o m o d e s i g n , s a 炭 d e e e d u c a 巽 達 o , e n t r e o u t ra s .
N o c a s o d e a l g u m p a r t i c i p a n t e t ra z e r o j o g o , p o d e m o s f a z e r u m
r叩 p i d o c a m p e o n a t o , e m m o d o H a r d o u E x p e r t ; - )
R O G E R TA VA R ES
D EB UT I N N O VE M B ER 2 0 0 5
I N T R O
G U ITA R CO NTR O LLER
I N T R O
 Game controllers transmit the player intentions to the
game [2]
 If we redesign the controllers we can endow it with
speci鍖c affordances [3] [4]
 Through the reciprocal relations between perceiving and
acting [5] the controller itself proposes its use to the
player
G U ITA R CO NTR O LLER
I N T R O
 Game controllers and their buttons A, B, X, Y, L1, L2, and
so on are too binary, too gamey, too speci鍖c. [7]
 Bodily interfaces, or tangible interfaces, usually draws
upon emotional involvement [8], being more expressive [7]
 This way increasing the individual expressive response [9]
 Body movement positively affects player engagement
when using a guitar controller instead Dualshock
controller [10]
G U ITA R CO NTR O LLER
I N T R O
 The researcher Jesper Juul [12] believes the guitar
controller was the responsible for the success of the
game
 These interfaces puts a sense of contact to interpret the
visuals and gives the interface a graspable haptic quality
[13]
 With the addition of the drum controller, in 2008, and the
keyboard in 2010, the game becomes very similar to real
instruments [14]
I M M ED I A TE CO M E R C I A L SU CC ES S
S U C C E S S A N D D E C L I N E
 The 鍖rst two versions of the video game Guitar Hero
reportedly sold six million copies [16], [17]
 21 million copies until 2008 [18].
 In only 26 months the game gets 1 billion dollars in sales
[19]
 and 2 billion in 2009, the third in history, after Mario and
Madden, to do so [20].
A N O R D I N A RY D A I LY A C TI VITY
S U C C E S S A N D D E C L I N E
watching Donald Trump 鍖re people,
playing Guitar Hero,
and slipping our feet
into big rubber Crocs [21]
C LO N ES A N D H A C K S
S U C C E S S A N D D E C L I N E
 Competition, with successful games like MTVs Rock
Band, and the open source Frets On Fire [23]
 Some modest clones, like Guitar Superstar and
Shredmaster Jr., as well as a drum version, Drum
Superstar
 Was one of the major pirated games in China [24]
 The video game modi鍖cation scene was present too,
adding non-supported customized content
M U S I C STO R E
S U C C E S S A N D D E C L I N E
 The franchise was targeted for mass-market non-gamer
consumers, and goes to an interactive music store, with
music creation, marketing and distribution [18]
 Guitar Hero III sold 5 million songs in only 10 weeks [19]
 The competitor Rock Band sold more than 2.5 millions of
songs online in 2008 [26]
 Rock Band was the 鍖rst online publication for The Beatles
songs
C LO S I N G STU D I O S
S U C C E S S A N D D E C L I N E
 In 2009 the game starts to decline, maybe like a result of
the expanded offering
 The 60 million songs sales in 2009 [27] may look good,
but the publisher Activision did not meet expectations
 Rock Band reaches 100 million of downloads by 2011 [1]
 In February 2011 Activision closes Guitar Hero studios
[28] [29]
N E W CO N SO LES A N D F UTU R E
S U C C E S S A N D D E C L I N E
 With the launch of the new generation of consoles, Guitar
Hero tries a new entry in the series, called Guitar Hero
Live, changing the characters with music video clips, and
with a new 6 button guitar
 January 2017, Ubisoft acquire the FreeStyleGames Studio
from Activision, the developers of DJ Hero and Guitar
Hero Live [30].
 But the future of the Guitar Hero series, currently (Mar.
2017) is uncertain.
M ETH O D O LO GY
T H E R E S E A R C H
 A bibliographic survey was carried out in the main
scienti鍖c bases, such as SpringerLink, SAGE, IEEE,
ScienceDirect, ProQuest and Scopus, among others
 The main focus was peer-reviewed-journals, although a
few renowned magazines, books and websites were
considered for documentation purposes
 In the future we would like to provide a similar analysis
through books, but, at this moment, scienti鍖c papers was
chosen for their objectivity
2 0 0 6 TO 2 0 0 7 : TH E EA R LY WO R K S
T H E R E S E A R C H
 Guitar Hero initially starts to show up in education
journals, by 2007
 It is cited as an appealing activity for students: I can
download my favourite tracks, and use my guitar controller
to play along with my favourite riffs. [35]
 In the same year GH begins to appear in digital games
conferences as a gestural interface [13]
2 0 0 6 TO 2 0 0 7 : TH E EA R LY WO R K S
T H E R E S E A R C H
 Still in 2007, Guitar Hero appears cited for the 鍖rst time
like a Physical Game, a genre of digital games designed
for the arcades, but with home versions, with its unique
spatial needs, [...] and the as the gaming circle, or players
and non-players alike [36].
 During these interviews, GH was a novelty, so only two
participants owned the game, but most part of
participants cited it.
2 0 0 6 TO 2 0 0 7 : TH E EA R LY WO R K S
T H E R E S E A R C H
 In the Music 鍖eld the 鍖rst citation for Guitar Hero happens
only in 2008, in an editorial for the Journal of Historical
Research in Music Education [16]
 They hope future historians doesnt consider these games
as a form of music education. They are not actually
playing a musical instrument nor are they creating music
 However, the editorial sees these games as a possible
recruiting tool
 We can t found any indexed paper in the health area about
Guitar Hero in these early years
ED U CA TI O N A N D C U LTU R E
T H E R E S E A R C H
 In 2008, the Public Libraries journal, Scorda [39], discuss
the importance of gaming events in public libraries, using
some Guitar Hero cases among others
 American Librarian Association periodic, Michael Garret
[40] states Guitar Hero and Rock Band as fun and
educational and they make music into a game
 In 2009 librarians who want to equip their libraries with
video games are advised they need to be concerned about
circulation and care with accessories such as the plastic
guitars and other mimetic controls [41]
ED U CA TI O N A N D C U LTU R E
T H E R E S E A R C H
 Through an extensive feminist analysis, Miller, 2009, [42]
argues that Guitar Hero and Rock Band are extending
human sensory perceptions into new areas, creating new
modes of musicality
 The argument for new sonic experiences is mentioned by
Ingram [14] through analyzing the drum controller
 The use in education for children with autism was
reported in 2010 [44]: all the participants successfully
learned to play GH and playing skills generalized to a song
and a setting not used during training.
ED U CA TI O N A N D C U LTU R E
T H E R E S E A R C H
 In 2010 Guitar Hero and Wii Sports are cited as a counter
argument in morality issues about violent video games
[43]
 Based on the argument that realistic video games are
capable to teach a player to be a better marksman, the
author argues that video games like Guitar Hero or Wii
Sports, feels real, but the resemblance is super鍖cial
 In the transition from simulation for the actual activity, the
player needs retraining
M U S I C
T H E R E S E A R C H
 V辰kev辰 [45] suggests it is time to consider the pedagogy
of popular music, in a more extensive way of practices like
rock band formations have to offer
 Practices like Djing, remixing, mash-up creations, online
collective songwriting, video producing for Youtube, and
exchanging and comparing videos of live performances
of Guitar Hero and Rock Band game songs, are a musical
culture that differs substantially from conventional
garage band practices
M U S I C
T H E R E S E A R C H
 In disagreement with authors like Gee [47] who advocate
that engaging activities like video games can provide
players with learning environments better than traditional
school, Gaydos [46], presents preliminary results that not
recognize rhythm games like Guitar Hero be able to
educate people in underlying metrical structure
 The author argues that new methods need to be
developed to investigate and interpret player behaviors
that results from play, and these rhythm games appeal
only to the already inclined for music
H EA LTH
T H E R E S E A R C H
 Armiger and Vogelstein [48] presents a Guitar Hero III
controller modi鍖ed using surface electromyography
(EMG) to create a novel training and evaluation device for
upper-extremity amputees.
 Yuan and Folmer [33], made the Blind Hero replacing the
guitar through a glove, to change the visual stimuli with
haptic stimuli, and enable the blind to play Frets on Fire
[23], an open source clone of Guitar Hero.
H EA LTH
T H E R E S E A R C H
 EyeGuitar [50] is a system for eye tracking guitar
simulation games, like Guitar Hero. The experiment used
Strings on Speed [51], an open source Guitar Hero clone,
like Frets on Fire [23]
 It is possible to play the game only with the eyes, without
hands and body performance, but, a part of the gameplay
is missed
H EA LTH
T H E R E S E A R C H
 Dyson [52] observes Guitar Hero and Rock Band as a
number of additional experiment for motion aftereffect
(MAE) studies, and the pattern sequence design of Guitar
Hero is an inspiration for dedicated applications like [53],
for the perceptual-motor task design in a study with
memory-impaired patients
 Wrist pain related to Guitar Hero were reported by Rubin
[54], and became famous in 2006, with the case of Joel
Zumaya, Detroit Tigers baseball star pitcher, straining his
wrist playing Guitar Hero [55]
G A M E D ES I G N
T H E R E S E A R C H
 Earlier works (2008) on psychology and game design are
aimed at interfaces between the player and the game
 Bodily interfaces as an affective loop, involving the design
of embodied interactive affective systems [8], and they
increase the individual expressive response [9]
 The guitar controller is cited along others like steering
wheels and guns to bring spatial 3d interaction [56]
G A M E D ES I G N
T H E R E S E A R C H
 Whitson et al [57] call this trend of Neo-immersive games
to distinguish them for the concept of immersion
 This paper aims to purpose a conceptual framework to
explain how the peoples engagement is changing with
these new interfaces, hardware and games
G A M E D ES I G N
T H E R E S E A R C H
 Tannenbaum [3], demonstrates how gestural and
embodied interactions can be understood with an analysis
along three related dimensions: 
as a ludic, kinesthetic, and narrative experiences
 In 2010, a set of design heuristics interpersonal touch
interaction in video games is presented in [58]
 Guitar Hero and other music-based games are the starting
points for new proposals in games with real-time music
analysis, like Surge [59] in 2010, possibly based in 2008s
Audiosurf [60]
G A M E D ES I G N
T H E R E S E A R C H
 About the creativity in technology subject, Guitar Hero is
cited in [61], when the authors illustrates the topics of
music covers and reperformances shared in Youtube so -
cial network
 In the same way some people cover a song using
keyboard, bass or guitar, some people use Guitar Hero
hacks to create customized content for the game, to make
your cover of the song
G A M E D ES I G N
T H E R E S E A R C H
 Presenting a conceptual tool for analyzing video game
temporality, Zagal & Mateas [62] presents the career mode
on Guitar Hero, as an example of Fictive Time
 In this category time is established through the
application of sociocultural labels to a subset of events
 Unlike other games as Fallout 3, where these cycles are
biologic, the characters recover energy when they eat or
sleep, in Guitar Hero the progression is cultural
G U ITA R H ER O A S A M ETA PH O R
T H E R E S E A R C H
 GH is almost a synonymous for music games in several
knowledge 鍖elds, as we can see in [59] [63] [64] [65] [66]
[67] [68] [69], [70] , [71], [72], [73], [74], [75]
 This , only in 2006-2010 period
TH E G A M E ITS E LF
T H E R E S E A R C H
 Barbancho et al [76] present an application to automate
the content creation for the game Frets on Fire [23]
 A study for narratives in musical games, Loyer [7] argues
the lack of expressiveness in Guitar Hero, since the
players actions are target as hit the notes right at the right
moment.
 The author observes there isn't a moment for the player
shapes the performance
TH E G A M E ITS E LF
T H E R E S E A R C H
 Agreeing with Loyer, the narrative in Guitar Hero is
addressed by Natkin [77] as a signi鍖cant example in
players engagement, but in a gameplay point of view,
Guitar Hero is like a psychomotor test
 The author argues the main originality of a game as a
media is the players engagement through a 鍖ne tuning of
interactivity
FI N A L TH O U G HTS
T H E R E S E A R C H
 This survey covers the golden era of Guitar Hero game,
from years 2005 to 2009, and a plus 2010, pointed by the
creation of the game and closing the studio
 The produced scienti鍖c literature started in 2007, goes to
2009, and starts to increase from 2010
 This research continues to explore the participation of
Guitar Hero in scienti鍖c circles
 Only in the beginning of 2017 there are more than 50
occurrences in Google Scholar to be checked
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Guitar Hero: 10 years playing science

  • 1. G U ITA R H ER O : 1 0 YEA R S PLA YI N G SC I EN C E R O G E R TA VA R ES
  • 2. P r o fe s s o r d e A r t e Te c n o l o g i a n o D e p a r t a m e n t o d e A r t e s d a U n i v e r s i d a d e F e d e ra l d o R i o G ra n d e d o N o r t e , a t u a l m e n t e e m p 坦 s - d o u t o ra d o n a U n i v e r s i d a d e d e C o i m b ra . D o u t o r e m C o m u n i c a 巽 達 o e S e m i 坦 t i c a t e m o s v i d e o g a m e s c o m o o b j e t o d e e s t u d o d e s d e 1 9 9 9 , e c o m o h o b b y d e s d e P o n g . A t u a l m e n t e j o g a F i n a l Fa n t a s y B ra v e E x v i u s I D 9 2 1 . 4 9 5 . 5 0 8 . R O G E R TA VA R ES
  • 3. E s t u d o , a i n d a e m a n d a m e n t o , n o q u a l 辿 t ra t a d o o j o g o G u i t a r H e r o , q u e e m s u a c u r t a e f u l m i n a n t e d u ra 巽 達 o , d e 2 0 0 5 a 2 0 0 9 , d e s p o n t a c o m o u m g ra n d e i m p a c t o c u l t u ra l n a s o c i e d a d e , e t a m b 辿 m n a C i 棚 n c i a . S e r達 o a p r e s e n t a d o s d i v e r s o s c a s o s q u e s e u t i l i z a ra m d e s t e j o g o e m 叩 r e a s c o m o d e s i g n , s a 炭 d e e e d u c a 巽 達 o , e n t r e o u t ra s . N o c a s o d e a l g u m p a r t i c i p a n t e t ra z e r o j o g o , p o d e m o s f a z e r u m r叩 p i d o c a m p e o n a t o , e m m o d o H a r d o u E x p e r t ; - ) R O G E R TA VA R ES
  • 4. D EB UT I N N O VE M B ER 2 0 0 5 I N T R O
  • 5. G U ITA R CO NTR O LLER I N T R O Game controllers transmit the player intentions to the game [2] If we redesign the controllers we can endow it with speci鍖c affordances [3] [4] Through the reciprocal relations between perceiving and acting [5] the controller itself proposes its use to the player
  • 6. G U ITA R CO NTR O LLER I N T R O Game controllers and their buttons A, B, X, Y, L1, L2, and so on are too binary, too gamey, too speci鍖c. [7] Bodily interfaces, or tangible interfaces, usually draws upon emotional involvement [8], being more expressive [7] This way increasing the individual expressive response [9] Body movement positively affects player engagement when using a guitar controller instead Dualshock controller [10]
  • 7. G U ITA R CO NTR O LLER I N T R O The researcher Jesper Juul [12] believes the guitar controller was the responsible for the success of the game These interfaces puts a sense of contact to interpret the visuals and gives the interface a graspable haptic quality [13] With the addition of the drum controller, in 2008, and the keyboard in 2010, the game becomes very similar to real instruments [14]
  • 8. I M M ED I A TE CO M E R C I A L SU CC ES S S U C C E S S A N D D E C L I N E The 鍖rst two versions of the video game Guitar Hero reportedly sold six million copies [16], [17] 21 million copies until 2008 [18]. In only 26 months the game gets 1 billion dollars in sales [19] and 2 billion in 2009, the third in history, after Mario and Madden, to do so [20].
  • 9. A N O R D I N A RY D A I LY A C TI VITY S U C C E S S A N D D E C L I N E watching Donald Trump 鍖re people, playing Guitar Hero, and slipping our feet into big rubber Crocs [21]
  • 10. C LO N ES A N D H A C K S S U C C E S S A N D D E C L I N E Competition, with successful games like MTVs Rock Band, and the open source Frets On Fire [23] Some modest clones, like Guitar Superstar and Shredmaster Jr., as well as a drum version, Drum Superstar Was one of the major pirated games in China [24] The video game modi鍖cation scene was present too, adding non-supported customized content
  • 11. M U S I C STO R E S U C C E S S A N D D E C L I N E The franchise was targeted for mass-market non-gamer consumers, and goes to an interactive music store, with music creation, marketing and distribution [18] Guitar Hero III sold 5 million songs in only 10 weeks [19] The competitor Rock Band sold more than 2.5 millions of songs online in 2008 [26] Rock Band was the 鍖rst online publication for The Beatles songs
  • 12. C LO S I N G STU D I O S S U C C E S S A N D D E C L I N E In 2009 the game starts to decline, maybe like a result of the expanded offering The 60 million songs sales in 2009 [27] may look good, but the publisher Activision did not meet expectations Rock Band reaches 100 million of downloads by 2011 [1] In February 2011 Activision closes Guitar Hero studios [28] [29]
  • 13. N E W CO N SO LES A N D F UTU R E S U C C E S S A N D D E C L I N E With the launch of the new generation of consoles, Guitar Hero tries a new entry in the series, called Guitar Hero Live, changing the characters with music video clips, and with a new 6 button guitar January 2017, Ubisoft acquire the FreeStyleGames Studio from Activision, the developers of DJ Hero and Guitar Hero Live [30]. But the future of the Guitar Hero series, currently (Mar. 2017) is uncertain.
  • 14. M ETH O D O LO GY T H E R E S E A R C H A bibliographic survey was carried out in the main scienti鍖c bases, such as SpringerLink, SAGE, IEEE, ScienceDirect, ProQuest and Scopus, among others The main focus was peer-reviewed-journals, although a few renowned magazines, books and websites were considered for documentation purposes In the future we would like to provide a similar analysis through books, but, at this moment, scienti鍖c papers was chosen for their objectivity
  • 15. 2 0 0 6 TO 2 0 0 7 : TH E EA R LY WO R K S T H E R E S E A R C H Guitar Hero initially starts to show up in education journals, by 2007 It is cited as an appealing activity for students: I can download my favourite tracks, and use my guitar controller to play along with my favourite riffs. [35] In the same year GH begins to appear in digital games conferences as a gestural interface [13]
  • 16. 2 0 0 6 TO 2 0 0 7 : TH E EA R LY WO R K S T H E R E S E A R C H Still in 2007, Guitar Hero appears cited for the 鍖rst time like a Physical Game, a genre of digital games designed for the arcades, but with home versions, with its unique spatial needs, [...] and the as the gaming circle, or players and non-players alike [36]. During these interviews, GH was a novelty, so only two participants owned the game, but most part of participants cited it.
  • 17. 2 0 0 6 TO 2 0 0 7 : TH E EA R LY WO R K S T H E R E S E A R C H In the Music 鍖eld the 鍖rst citation for Guitar Hero happens only in 2008, in an editorial for the Journal of Historical Research in Music Education [16] They hope future historians doesnt consider these games as a form of music education. They are not actually playing a musical instrument nor are they creating music However, the editorial sees these games as a possible recruiting tool We can t found any indexed paper in the health area about Guitar Hero in these early years
  • 18. ED U CA TI O N A N D C U LTU R E T H E R E S E A R C H In 2008, the Public Libraries journal, Scorda [39], discuss the importance of gaming events in public libraries, using some Guitar Hero cases among others American Librarian Association periodic, Michael Garret [40] states Guitar Hero and Rock Band as fun and educational and they make music into a game In 2009 librarians who want to equip their libraries with video games are advised they need to be concerned about circulation and care with accessories such as the plastic guitars and other mimetic controls [41]
  • 19. ED U CA TI O N A N D C U LTU R E T H E R E S E A R C H Through an extensive feminist analysis, Miller, 2009, [42] argues that Guitar Hero and Rock Band are extending human sensory perceptions into new areas, creating new modes of musicality The argument for new sonic experiences is mentioned by Ingram [14] through analyzing the drum controller The use in education for children with autism was reported in 2010 [44]: all the participants successfully learned to play GH and playing skills generalized to a song and a setting not used during training.
  • 20. ED U CA TI O N A N D C U LTU R E T H E R E S E A R C H In 2010 Guitar Hero and Wii Sports are cited as a counter argument in morality issues about violent video games [43] Based on the argument that realistic video games are capable to teach a player to be a better marksman, the author argues that video games like Guitar Hero or Wii Sports, feels real, but the resemblance is super鍖cial In the transition from simulation for the actual activity, the player needs retraining
  • 21. M U S I C T H E R E S E A R C H V辰kev辰 [45] suggests it is time to consider the pedagogy of popular music, in a more extensive way of practices like rock band formations have to offer Practices like Djing, remixing, mash-up creations, online collective songwriting, video producing for Youtube, and exchanging and comparing videos of live performances of Guitar Hero and Rock Band game songs, are a musical culture that differs substantially from conventional garage band practices
  • 22. M U S I C T H E R E S E A R C H In disagreement with authors like Gee [47] who advocate that engaging activities like video games can provide players with learning environments better than traditional school, Gaydos [46], presents preliminary results that not recognize rhythm games like Guitar Hero be able to educate people in underlying metrical structure The author argues that new methods need to be developed to investigate and interpret player behaviors that results from play, and these rhythm games appeal only to the already inclined for music
  • 23. H EA LTH T H E R E S E A R C H Armiger and Vogelstein [48] presents a Guitar Hero III controller modi鍖ed using surface electromyography (EMG) to create a novel training and evaluation device for upper-extremity amputees. Yuan and Folmer [33], made the Blind Hero replacing the guitar through a glove, to change the visual stimuli with haptic stimuli, and enable the blind to play Frets on Fire [23], an open source clone of Guitar Hero.
  • 24. H EA LTH T H E R E S E A R C H EyeGuitar [50] is a system for eye tracking guitar simulation games, like Guitar Hero. The experiment used Strings on Speed [51], an open source Guitar Hero clone, like Frets on Fire [23] It is possible to play the game only with the eyes, without hands and body performance, but, a part of the gameplay is missed
  • 25. H EA LTH T H E R E S E A R C H Dyson [52] observes Guitar Hero and Rock Band as a number of additional experiment for motion aftereffect (MAE) studies, and the pattern sequence design of Guitar Hero is an inspiration for dedicated applications like [53], for the perceptual-motor task design in a study with memory-impaired patients Wrist pain related to Guitar Hero were reported by Rubin [54], and became famous in 2006, with the case of Joel Zumaya, Detroit Tigers baseball star pitcher, straining his wrist playing Guitar Hero [55]
  • 26. G A M E D ES I G N T H E R E S E A R C H Earlier works (2008) on psychology and game design are aimed at interfaces between the player and the game Bodily interfaces as an affective loop, involving the design of embodied interactive affective systems [8], and they increase the individual expressive response [9] The guitar controller is cited along others like steering wheels and guns to bring spatial 3d interaction [56]
  • 27. G A M E D ES I G N T H E R E S E A R C H Whitson et al [57] call this trend of Neo-immersive games to distinguish them for the concept of immersion This paper aims to purpose a conceptual framework to explain how the peoples engagement is changing with these new interfaces, hardware and games
  • 28. G A M E D ES I G N T H E R E S E A R C H Tannenbaum [3], demonstrates how gestural and embodied interactions can be understood with an analysis along three related dimensions: as a ludic, kinesthetic, and narrative experiences In 2010, a set of design heuristics interpersonal touch interaction in video games is presented in [58] Guitar Hero and other music-based games are the starting points for new proposals in games with real-time music analysis, like Surge [59] in 2010, possibly based in 2008s Audiosurf [60]
  • 29. G A M E D ES I G N T H E R E S E A R C H About the creativity in technology subject, Guitar Hero is cited in [61], when the authors illustrates the topics of music covers and reperformances shared in Youtube so - cial network In the same way some people cover a song using keyboard, bass or guitar, some people use Guitar Hero hacks to create customized content for the game, to make your cover of the song
  • 30. G A M E D ES I G N T H E R E S E A R C H Presenting a conceptual tool for analyzing video game temporality, Zagal & Mateas [62] presents the career mode on Guitar Hero, as an example of Fictive Time In this category time is established through the application of sociocultural labels to a subset of events Unlike other games as Fallout 3, where these cycles are biologic, the characters recover energy when they eat or sleep, in Guitar Hero the progression is cultural
  • 31. G U ITA R H ER O A S A M ETA PH O R T H E R E S E A R C H GH is almost a synonymous for music games in several knowledge 鍖elds, as we can see in [59] [63] [64] [65] [66] [67] [68] [69], [70] , [71], [72], [73], [74], [75] This , only in 2006-2010 period
  • 32. TH E G A M E ITS E LF T H E R E S E A R C H Barbancho et al [76] present an application to automate the content creation for the game Frets on Fire [23] A study for narratives in musical games, Loyer [7] argues the lack of expressiveness in Guitar Hero, since the players actions are target as hit the notes right at the right moment. The author observes there isn't a moment for the player shapes the performance
  • 33. TH E G A M E ITS E LF T H E R E S E A R C H Agreeing with Loyer, the narrative in Guitar Hero is addressed by Natkin [77] as a signi鍖cant example in players engagement, but in a gameplay point of view, Guitar Hero is like a psychomotor test The author argues the main originality of a game as a media is the players engagement through a 鍖ne tuning of interactivity
  • 34. FI N A L TH O U G HTS T H E R E S E A R C H This survey covers the golden era of Guitar Hero game, from years 2005 to 2009, and a plus 2010, pointed by the creation of the game and closing the studio The produced scienti鍖c literature started in 2007, goes to 2009, and starts to increase from 2010 This research continues to explore the participation of Guitar Hero in scienti鍖c circles Only in the beginning of 2017 there are more than 50 occurrences in Google Scholar to be checked
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