Mark E. Stenerson, Allison Salmon, M. Berland, K. Squire
{"title":"Adage: an open API for data collection in educational games","authors":"Mark E. Stenerson, Allison Salmon, M. Berland, K. Squire","doi":"10.1145/2658537.2661325","DOIUrl":"https://doi.org/10.1145/2658537.2661325","url":null,"abstract":"In an attempt to provide academic game development studios with an efficient and low-cost data collection system that can be used across multiple games, the Assessment Data Aggregator for Gaming Environments (ADAGE) framework is currently being designed and developed by the University of Wisconsin and the Learning Games Network, in tandem with the Play Data Consortium [1, 8]. The developers of ADAGE hope that the open-source nature of the project will encourage collaboration across the multiple academic institutions currently developing and investigating the use of video games as educational tools.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"22 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":"132906908","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}
Jesse C. Himmelstein, Mikael Couzic, C. Jennett, A. Cox, Raphael Goujet, A. Lindner, F. Taddei
{"title":"RedWire: a novel way to create and re-mix games","authors":"Jesse C. Himmelstein, Mikael Couzic, C. Jennett, A. Cox, Raphael Goujet, A. Lindner, F. Taddei","doi":"10.1145/2658537.2661315","DOIUrl":"https://doi.org/10.1145/2658537.2661315","url":null,"abstract":"More and more researchers want to use games as a way of engaging the general public in their research; however game development takes time and requires significant programming knowledge. The goal of RedWire is to enable researchers to create games faster without starting from scratch each time. By encouraging re-mixing and mash-ups, we hope to provide users with an easy way of sharing games and creating variations of games.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"15 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":"122019294","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}
T. Lan, S. Aryal, B. Ahmed, K. Ballard, R. Gutierrez-Osuna
{"title":"Flappy voice: an interactive game for childhood apraxia of speech therapy","authors":"T. Lan, S. Aryal, B. Ahmed, K. Ballard, R. Gutierrez-Osuna","doi":"10.1145/2658537.2661305","DOIUrl":"https://doi.org/10.1145/2658537.2661305","url":null,"abstract":"We present Flappy Voice, a mobile game to facilitate acquisition of speech timing and prosody skills for children with apraxia of speech. The game is adapted from the popular game Flappy Bird, and replaces touch interaction with voice control. Namely, we map the child's vocal loudness into the bird's position by means of a smoothing filter. In this way, children control the game via the duration and amplitude of their voice. Flappy Voice allows the therapist to create new exercises with different difficulty levels, including an assisted mode for children with limited skills, and a free mode for advanced players. Results from a pilot user study with children support the feasibility of the game as a speech training tool.","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":"124774874","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}
Emmanuel Tsekleves, A. Darby, A. Gradinar, M. T. Smith
{"title":"Exercising playfully: co-designing fun ways of keeping active in the park","authors":"Emmanuel Tsekleves, A. Darby, A. Gradinar, M. T. Smith","doi":"10.1145/2658537.2661316","DOIUrl":"https://doi.org/10.1145/2658537.2661316","url":null,"abstract":"In this work in progress paper we present our work in the co-design of a playful interactive artifact that encourages people to engage in casual physical activity in the park. The initial testing of our proof-of-concept prototype received extremely positive feedback as a potential way of motivating people to keep active in the park and in bridging the generation gap.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"78 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":"124813645","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":"wanted: guild, depicting hardcore gaming culture in virtual reality","authors":"Chester Cunanan, Jichen Zhu","doi":"10.1145/2658537.2661323","DOIUrl":"https://doi.org/10.1145/2658537.2661323","url":null,"abstract":"In this paper we present a playable interactive documentary experience, wanted:Guild, about the experience of hardcore gamers. Informed by postmodern literary theory, the project uses a stereoscopic virtual-reality-based environment supported by the Oculus Rift and Razer Hydra. Using interviews with hardcore gamers and environmental elements directly from the World of the Warcraft, the project engages issues about the blurred boundary between reality and simulation and encourages the players to explore these subjects themselves. Our preliminary audience feedback indicates the success and potential area of improvement for the project.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"22 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":"125155008","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}
Conor Linehan, George Bellord, B. Kirman, Z. Morford, B. Roche
{"title":"Learning curves: analysing pace and challenge in four successful puzzle games","authors":"Conor Linehan, George Bellord, B. Kirman, Z. Morford, B. Roche","doi":"10.1145/2658537.2658695","DOIUrl":"https://doi.org/10.1145/2658537.2658695","url":null,"abstract":"The pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"22 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":"115971209","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":"Ad hoc genre switching: a concept for generalized parametrizable game mechanics","authors":"Daniel Apken, M. Herrlich, R. Malaka","doi":"10.1145/2658537.2661324","DOIUrl":"https://doi.org/10.1145/2658537.2661324","url":null,"abstract":"Game designers have to satisfy the needs of different player types. This paper presents a generalizable concept for switching between different play styles or genres without changing the basic game elements. As an example we employ specific combinations of parametrized game elements to emulate well-known genres: platformer, shooter, and puzzle games that can be switched at run-time by the player. We discuss first insights gained through a preliminary study.","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":"131254515","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}
Elisa D. Mekler, Alexandre N. Tuch, Anja Lea Martig, K. Opwis
{"title":"A diary study exploring game completion and player experience","authors":"Elisa D. Mekler, Alexandre N. Tuch, Anja Lea Martig, K. Opwis","doi":"10.1145/2658537.2661304","DOIUrl":"https://doi.org/10.1145/2658537.2661304","url":null,"abstract":"This work-in-progress describes a three-month diary study, exploring how 25 players experienced the puzzle platformer FEZ over several gaming sessions. Following each 30 - 60 minute gaming sessions, players wrote a diary entry describing their game experience and rated their intrinsic motivation. Preliminary findings showed that intrinsic motivation significantly decreased over the course of several sessions. Interestingly, while all players reported comparable experiences during the first few sessions, players who would later finish the game, were less likely to experience this loss of motivation, even before actual completion of the game. Further steps for data analysis are discussed.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"90 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":"124633319","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":"Instructional objectives to core-gameplay: a serious game design technique","authors":"Joshua V. Hall, Peta Wyeth, Daniel M. Johnson","doi":"10.1145/2658537.2658696","DOIUrl":"https://doi.org/10.1145/2658537.2658696","url":null,"abstract":"This paper explores a gap within the serious game design research. That gap is the ambiguity surrounding the process of aligning the instructional objectives of serious games with their core-gameplay i.e. the moment-to-moment activity that is the core of player interaction. A core-gameplay focused design framework is proposed that can work alongside existing, more broadly focused serious games design frameworks. The framework utilises an inquiry-based approach that allows the serious game designer to use key questions as a means to clearly outline instructional objectives with the core-gameplay. The use of this design framework is considered in the context of a small section of gameplay from an educational game currently in development. This demonstration of the framework brings shows how instructional objectives can be embedded into a serious games core-gameplay.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"72 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":"114504762","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}
M. Vieira, Hao Fu, C. Hu, Nayoung Kim, Sudhanshu Aggarwal
{"title":"PowerFall: a voice-controlled collaborative game","authors":"M. Vieira, Hao Fu, C. Hu, Nayoung Kim, Sudhanshu Aggarwal","doi":"10.1145/2658537.2662993","DOIUrl":"https://doi.org/10.1145/2658537.2662993","url":null,"abstract":"In this extended abstract, we present PowerFall, a 2D arcade-style voice-controlled two-player collaborative game. In the game, two players control two cartoon characters tied back-to-back under a falling parachute. The players shout into smartphone microphones, and the volume of their voice is used to navigate the parachute horizontally. The objective of the game is to avoid various hazardous obstacles and safely land on the ground.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"26 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":"114426065","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}