Jared Cechanowicz, C. Gutwin, Scott Bateman, R. Mandryk, I. Stavness
{"title":"Improving player balancing in racing games","authors":"Jared Cechanowicz, C. Gutwin, Scott Bateman, R. Mandryk, I. Stavness","doi":"10.1145/2658537.2658701","DOIUrl":"https://doi.org/10.1145/2658537.2658701","url":null,"abstract":"In competitive games where players' skill levels are mis-matched, the play experience can be unsatisfying for both stronger and weaker players. Player balancing provides assistance for less-skilled players in order to make games more competitive and engaging. Although player balancing can be seen in many real-world games, there is little work on the design and effectiveness of these techniques outside of shooting games. In this paper we provide new knowledge about player balancing in the popular and competitive rac-ing genre. We studied issues of noticeability and balancing effectiveness in a prototype racing game, and tested the effects of several balancing techniques on performance and play experience. The techniques significantly improved the balance of player performance, were preferred by both experts and novices, increased novices' feelings of competi-tiveness, and did not detract from experts' experience. Our results provide new understanding of the design and use of player balancing for racing games, and provide novel tech-niques that can also be applied to other genres.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123382201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Moser, M. Tscheligi, Mark R Magnusson, F. Mueller
{"title":"Game idea jam for sport and exertion games","authors":"C. Moser, M. Tscheligi, Mark R Magnusson, F. Mueller","doi":"10.1145/2658537.2659017","DOIUrl":"https://doi.org/10.1145/2658537.2659017","url":null,"abstract":"Game Jams have successfully been introduced to the CHI Community during the past two years. Game developers meet to plan, design, and create one or more games within a short time span (ranging from 24 to 48 hours). We propose a Game Idea Jam focusing on the opportunity to draw on researchers' and developers' own experiences when developing creative game ideas for sport or exertion to combat physical inactivity. Game Idea Jams focus on brainstorming and conceptualizing of one or more game ideas within seven hours. Due to time constraints, the final game idea will be produced in the form of a conceptual video, trying to demonstrate the player experience. We aim to enable game researcher with no development skills to participate in the Game Idea Jam and support them with different creative approaches to choose from.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126409130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Problematizing cultural appropriation","authors":"A. Vasalou, Rilla Khaled, D. Gooch, L. Benton","doi":"10.1145/2658537.2658689","DOIUrl":"https://doi.org/10.1145/2658537.2658689","url":null,"abstract":"Cultural appropriation in games entails the taking of knowledge, artifacts or expression from a culture and recontextualizing it within game structures. While cultural appropriation is a pervasive practice in games, little attention has been given to the ethical issues that emerge from such practices with regards to how culture is portrayed. This paper problematizes cultural appropriation in the context of a serious game for children inspired by Día de los Muertos, a Mexican festival focused on remembrance of the dead. Taking a research through design approach, we demonstrate that recontextualised cultural elements can retain their basic, original meaning. However, we also find that cultural appropriation is inevitable and its ethical implications can be far reaching. In our context, ethical concerns arose as a result of children's beliefs that death affects prominent others and their destructive ways of coping with death. We argue that revealing emergent ethical concerns is imperative before deciding how and in what way to encourage culturally authentic narratives.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"504 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126418383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"HIDDEN LION: a location based app game of sword lion searching","authors":"Kuo-Ping Chang, Yu Wei Huang, Shu-Yin Hsueh, Yuh Tyng Chen, Shun-Nung Huang, Chien-Hsu Chen, S. Chien","doi":"10.1145/2658537.2662975","DOIUrl":"https://doi.org/10.1145/2658537.2662975","url":null,"abstract":"In this paper we introduce Hidden Lion, a Location Based Service(LBS) APP game which is related to sword lion culture in Anping, Taiwan. Sword Lion symbolizes the protector god in Anping. Many local people built sword lions in front their houses because they believed that these stone plated statues will keep evil spirits away. Nowadays these statues decay with time and weather and leave a few in Anping. Recently, with the promotion of Government, many travelers are attracted to come here and find out remaining sword lions and experience local cultural stories. However, sword lion searching has some problems: (1) Sword lions are hard to be found. (2) Sword lion searching may disturb local people. (3) Visitors do not truly realize the cultural story of sword lions. Therefore, we develop Hidden Lion which has a storyline and theme that has a connection with sword lion. In the game, visitors can follow the maps and the precise positions of sword lions to find them easily. What's more, Hidden Lion includes interactive mission games for visitors to play. These games are related to the background story of sword lions. While playing the interactive games at each sword lion site with this APP, visitors can find sword lions and experience the background story of each sword lion. Furthermore, Hidden Lion creates a service system in Anping. From the support from Anping district office, more and more visitors can come here and play the Hidden Lion. After completing all the interactive games, the visitors will receive a coupon of sword lion model coloring from Sword Lion School as a reward, which gradually forms a business cycle and culture connection. These visitors may be encouraged to come to Anping again and again, enhancing cultural and commercial development in Anping.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126765577","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"WORD BLASTOFF: a physics word game for iOS","authors":"Nook Harquail, Michelle Khare","doi":"10.1145/2658537.2662970","DOIUrl":"https://doi.org/10.1145/2658537.2662970","url":null,"abstract":"Word Blastoff is a single-player word game app in which players are challenged to create 2 to 7 letter words from a pool of randomly-generated letters that enter the screen and gravitate towards a central black hole. With each letter that it zaps, the hole expands in size and ultimately explodes once it is too large for the screen, ending the game.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129860057","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}