Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play最新文献

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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play 第一届ACM SIGCHI人机交互年度研讨会论文集
L. Nacke, T. Graham
{"title":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","authors":"L. Nacke, T. Graham","doi":"10.1145/2658537","DOIUrl":"https://doi.org/10.1145/2658537","url":null,"abstract":"It is our great pleasure to welcome you to the first ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY'14. CHI PLAY is a new international and interdisciplinary conference series for researchers and professionals across all areas of play, games and humancomputer interaction (HCI), we call it: \"player-computer interaction.\" This conference is the first of its kind and we see CHI PLAY as a great opportunity to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. This year is the inaugural year of this symposium and is bound to set future traditions of being the premier forum for presentation of research results and experience reports on leading edge issues of novel game interaction, player experience evaluations, neurogaming, gamification, exertion games, games user research, player psychology, social game systems, serious games, game developer applications, interaction design and theory. The mission of the symposium is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games. The conference provides a meeting place of practitioners and academics for presenting and discussing peer-reviewed academic papers and the latest breaking results and approaches from industry. \u0000 \u0000The call for papers attracted submissions from Asia, Canada, Australia, Europe, and the United States. We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. All full papers were blind reviewed by peer reviewers as well as a committee member. Accepted papers are published in the ACM Digital Library.","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":"128988424","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}
引用次数: 5
Player strategies: achieving breakthroughs and progressing in single-player and cooperative games 玩家策略:在单人和合作游戏中取得突破和进步
I. Iacovides, A. Cox, A. Avakian, Thomas Knoll
{"title":"Player strategies: achieving breakthroughs and progressing in single-player and cooperative games","authors":"I. Iacovides, A. Cox, A. Avakian, Thomas Knoll","doi":"10.1145/2658537.2658697","DOIUrl":"https://doi.org/10.1145/2658537.2658697","url":null,"abstract":"Challenge is considered to be one of the key components of game-play, where game designers face the tricky task of getting the balance right so that game-play is neither too easy nor too difficult. Through attempting in-game challenges, players experience cycles of breakdown and breakthrough, where breakthroughs involve moments of insight in which learning occurs. However, little attention has been given to how players actually overcome challenges to progress during game-play. Across two studies, we explore the ways in which players attempt to achieve breakthroughs in relation to single-player and co-located multiplayer games. We identified a number of strategies that are used by players, which illustrate how learning occurs during play. For instance, while \"Experiment\" involves forming an informal hypothesis, \"Trial & error\" occurs when the player tries to find out what, if anything, will happen when they carry out an action. These strategies are considered in relation to supporting player progress and engaging game-play when designing commercial and educational games.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"21 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":"122125283","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}
引用次数: 31
Little Newton: an educational physics game 小牛顿:一个教育物理游戏
Natalie Lyon, Josep Valls-Vargas, Caroline Guevara, Ning Shao, Junyu Zhu, Jichen Zhu
{"title":"Little Newton: an educational physics game","authors":"Natalie Lyon, Josep Valls-Vargas, Caroline Guevara, Ning Shao, Junyu Zhu, Jichen Zhu","doi":"10.1145/2658537.2662985","DOIUrl":"https://doi.org/10.1145/2658537.2662985","url":null,"abstract":"Little Newton is a 3D defense game in which the player learns about basic physics concepts by controlling physical attributes of projectiles. The mechanics of the game require the player to learn the basics of parabolic arcs, and friction in order to make use of the projectiles. Educational and learning theories are applied to the design in order to increase the ability of the player to learn how to play the game itself and therefore learn physics concepts in the process, balancing entertainment and educational content.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"21 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":"114290832","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}
引用次数: 5
Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia 设计一个游戏系统来支持收集、管理、探索和分享体育纪念品
Diane K. Watson, Deltcho Valtchanov, Mark S. Hancock, R. Mandryk
{"title":"Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia","authors":"Diane K. Watson, Deltcho Valtchanov, Mark S. Hancock, R. Mandryk","doi":"10.1145/2658537.2661322","DOIUrl":"https://doi.org/10.1145/2658537.2661322","url":null,"abstract":"Collectors often attach memories and stories to the objects they collect. These stories can be lost over time, and particularly when the collections are digitized. In this paper, we present semi-structured interviews with collectors of hockey memorabilia to inform a set of design guidelines for creating games and playful interfaces that support collectors. Our interviews highlighted the importance of narrative, organization, and authenticity to collection, and identified the need to support emergent behaviour. Our work provides an example of gameful design principles that could motivate collectors to digitize and share their collections.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"130 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":"127383169","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}
引用次数: 3
Design guidelines for audio-based game features 基于音频的游戏功能设计指南
Tiffany Tong, Daniel Zingaro, S. Engels
{"title":"Design guidelines for audio-based game features","authors":"Tiffany Tong, Daniel Zingaro, S. Engels","doi":"10.1145/2658537.2661307","DOIUrl":"https://doi.org/10.1145/2658537.2661307","url":null,"abstract":"The game design process integrates visual, audio, gameplay, and control elements into a single experience. Of these, the audio component is often treated as a secondary concern in both the design and research arenas. Our research seeks to remedy this, by focusing on audio elements of games, their impact they can have, and how audio design can be integrated in the overall design process. This poster will present the audio games we have created to test these elements, and our current research findings on how audio features can affect overall gameplay. We will also propose the configuration of these audio features for effective audio-based games.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"110 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":"127997320","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}
引用次数: 1
Predicting the metascore with a subjective user experience data 用主观用户体验数据预测元得分
Jari Takatalo, J. Häkkinen
{"title":"Predicting the metascore with a subjective user experience data","authors":"Jari Takatalo, J. Häkkinen","doi":"10.1145/2658537.2661299","DOIUrl":"https://doi.org/10.1145/2658537.2661299","url":null,"abstract":"The aim of this study is to test how well a subjective user experience (UX) data predicts the Metascore of a digital game. The Metascore calculated by the Metacritic.com is one of the most important indicators of a game's commercial success. Thus, game companies are interested in finding reliable in-house tools to estimate the Metascore before releasing their product. We utilized subjective survey data to test a preliminary regression model for Metascore. The model explained over 50% of the variance between the Metascores. Practically, this means that we can predict a correct Metascore class (e.g., universal acclaim) with 75% accuracy. These promising results provide good grounds for future research on the topic.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"5 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":"127396377","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}
引用次数: 0
ASPECT: sinking and floating haptics for elementary school students 面向小学生的下沉和漂浮触觉
S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue
{"title":"ASPECT: sinking and floating haptics for elementary school students","authors":"S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue","doi":"10.1145/2658537.2661319","DOIUrl":"https://doi.org/10.1145/2658537.2661319","url":null,"abstract":"Traditional classroom methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. Incorporating haptic force-feedback controllers may help to improve traditional teaching methods. ASPECT: Sinking and Floating, targets student misconceptions via an interactive playable simulation. In addition to targeting misconceptions, ASPECT: Sinking and Floating also uses a Novint Falcon (http://www.novint.com/index.php/novintfalcon) haptic force-feedback controller to enable direct feeling of forces. This paper presents our design process and initial findings.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"6 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":"126461736","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}
引用次数: 0
Exploring the effect of achievements on students attending university orientation 探索学业成就对学生参加大学迎新会的影响
Zachary Fitz-Walter, Peta Wyeth, D. Tjondronegoro, Daniel M. Johnson
{"title":"Exploring the effect of achievements on students attending university orientation","authors":"Zachary Fitz-Walter, Peta Wyeth, D. Tjondronegoro, Daniel M. Johnson","doi":"10.1145/2658537.2658700","DOIUrl":"https://doi.org/10.1145/2658537.2658700","url":null,"abstract":"University orientation is a key event for new students that aids in the transition from a school to a university environment. A smartphone orientation application was built to aid students attending the event. Achievements were added to the application in an attempt to engage students further with the orientation activities and application. An exploratory field study was undertaken to evaluate the effect of the achievement system on participants attending orientation. Forty-six new students were recruited to test the orientation application. Twenty-six participants used a gamified version of the orientation application and twenty participants used a non-gamified version. While the gamification was generally well received, no impact on user experience was evident. Some effect on engagement with orientation activities was shown. Participants who used the gamified system reported the game elements as fun, but some negative issues arose, such as cheating.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"55 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":"124508050","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}
引用次数: 22
Towards balancing learner autonomy and pedagogical process in educational games 论教育游戏中学习者自主与教学过程的平衡
Jichen Zhu, Aroutis Foster, Glen Muschio, Justin H. Patterson, Josep Valls-Vargas, Daniel Newman
{"title":"Towards balancing learner autonomy and pedagogical process in educational games","authors":"Jichen Zhu, Aroutis Foster, Glen Muschio, Justin H. Patterson, Josep Valls-Vargas, Daniel Newman","doi":"10.1145/2658537.2661326","DOIUrl":"https://doi.org/10.1145/2658537.2661326","url":null,"abstract":"We present the preliminary work in the TAEMILE project, which aims to co-regulate the learning process in educational games by automatically balancing learners autonomy and the pedagogical processes intended by educators. We focus on our design rationale and the initial results from our user study.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"42 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":"124748346","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}
引用次数: 4
Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play 驯鹿与狼:探索多人数字身体游戏中的感官剥夺
Daniel J. Finnegan, Eduardo Velloso, Robb Mitchell, F. Mueller, Richard Byrne
{"title":"Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play","authors":"Daniel J. Finnegan, Eduardo Velloso, Robb Mitchell, F. Mueller, Richard Byrne","doi":"10.1145/2658537.2661309","DOIUrl":"https://doi.org/10.1145/2658537.2661309","url":null,"abstract":"Games designed around digital bodily play involve bodily movement and expression to create engaging gameplay experiences. Most feedback in these games takes the form of visual stimuli. To explore the gameplay mechanics afforded by depriving players from these visual cues, we designed Reindeer & Wolves, a role-playing game where blindfolded players capture other players relying on their hearing alone. Based on our design and play testing, we devised four strategies for designing games that incorporate sensory deprivation as an element of the core mechanic.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"79 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":"131207284","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}
引用次数: 18
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