{"title":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","authors":"A. Cox, Z. Toups, R. Mandryk, P. Cairns","doi":"10.1145/2968120","DOIUrl":"https://doi.org/10.1145/2968120","url":null,"abstract":"It is our great pleasure to welcome you to the third ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY '16. See more at: http://chiplay.org. \u0000 \u0000CHI PLAY is an international and interdisciplinary conference series for researchers and professionals across all areas of play, games, and human-computer interaction (HCI), we call it: \"player-computer interaction.\" CHI PLAY highlights and fosters discussion of current high-quality research in games and HCI. It forms the foundations for the future of digital play. This year is the third year of the symposium, which is already proving to be a 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 symposium provides a meeting place for practitioners and academics where participants present and discuss peer-reviewed academic papers and the latest breaking results and approaches from industry. \u0000 \u0000The call for papers attracted submissions from Asia, Australia, Europe, North America, and South America. 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":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128912751","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}
Yogendra Patil, Michael Sarris, Matthew Gunter, Levy Averette
{"title":"PLANET 10: A Space Odyssey","authors":"Yogendra Patil, Michael Sarris, Matthew Gunter, Levy Averette","doi":"10.1145/2968120.2971803","DOIUrl":"https://doi.org/10.1145/2968120.2971803","url":null,"abstract":"PLANET 10 is a first person intergalactic space odyssey game, specifically designed for rehabilitation purposes. Currently, PLANET 10 is played using bio-medical sensor and treadmill. However, the game can be easily controlled with different types of equipment, used for rehabilitation purposes. The player performs certain body movements to initiate control actions in the game. The goal in each level is to complete a given task within a given time limit to unlock the next level. Scenarios in the game are designed by using recommendations made by the therapist. The overall aim is to create an enthusiast among stroke patient to carry out regular exercises.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128487127","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":"The Value of Rewards: Exploring World of Warcraft for Gamification Design","authors":"A. Rapp","doi":"10.1145/2968120.2987721","DOIUrl":"https://doi.org/10.1145/2968120.2987721","url":null,"abstract":"Gamification design still lacks of a catalogue of game design elements defined on the basis of the players' experience, rather than of the game designers' expertise. In this work I outline an ongoing project that tries to define a catalogue of game elements for the gamification domain starting from the players' perspective. By investigating how World of Warcraft rewards its players through an ethnographic research, I describe how its rewards embody different values, as well as produce diversified effects on players' experience, and how these findings may be employed in the gamification domain.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115379029","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":"Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game Design","authors":"Mehmet Kosa","doi":"10.1145/2968120.2990467","DOIUrl":"https://doi.org/10.1145/2968120.2990467","url":null,"abstract":"This paper describes the studies I have undertaken so far and states the next steps for my PhD. After a brief introduction, I state the motivation for the study. Then, the application of a well-established theory in psychology domain on a video game is articulated. The theory is \"Theory of Action Phases\" and it simply claims that people happen to be in deliberative mindset while selecting goals and in implemental mindset while pursuing them. In order to test the theory in the gaming domain, a lab experiment is designed. Unbeknownst to the participants, they were induced to the two mindsets separately and asked to play a video game. I observed that the participants' game performances and predictions of self-scores were affected by their mindsets. Players in the implemental mindset scored significantly better and they better predicted their scores. Lastly, I state the next steps to follow and the contributions of my future PhD studies.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"162 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114365628","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":"\"It's Like I Would Die as Well\": Gratifications of Fearful Game Experience","authors":"Sarah I. Endress, Elisa D. Mekler, K. Opwis","doi":"10.1145/2968120.2987716","DOIUrl":"https://doi.org/10.1145/2968120.2987716","url":null,"abstract":"Emotional game experiences have garnered increasing attention over the past few years, both from players and researchers. Previous research has not yet explored whether and what gratifications players derive from frightening game experiences. Interviews with eight players revealed several gratifications, including experiencing non-mundane negative emotions, overcoming emotional challenges and identification with the avatar. Although identification was regarded positively and amplified the emotional intensity of the frightening game experience, sometimes this close connection with the avatar almost became too intense. Based on these findings, we discuss opportunities for future research.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"158 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116029658","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}
Amy K. Hoover, Jackie Barnes, Borna Fatehi, J. Moreno-León, G. Puttick, Eli Tucker-Raymond, C. Harteveld
{"title":"Assessing Computational Thinking in Students' Game Designs","authors":"Amy K. Hoover, Jackie Barnes, Borna Fatehi, J. Moreno-León, G. Puttick, Eli Tucker-Raymond, C. Harteveld","doi":"10.1145/2968120.2987750","DOIUrl":"https://doi.org/10.1145/2968120.2987750","url":null,"abstract":"Designing games requires a complex sequence of planning and executing actions. This paper suggests that game design requires computational thinking, and discusses two methods for analyzing computational thinking in games designed by students in the visual programming language Scratch. We present how these two analyses produce different narratives of computational thinking for our case studies, and reflect on how we plan to move forward with our larger analysis.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124818504","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":"Social Experience in World of Warcraft: Technological and Ideological Mediations","authors":"Nicole Crenshaw","doi":"10.1145/2968120.2990468","DOIUrl":"https://doi.org/10.1145/2968120.2990468","url":null,"abstract":"I analyze social experience in World of Warcraft (WoW), one of the longest running massively multiplayer online games (MMO). Changes to WoW intended to streamline aspects of gameplay, such as time required to play and level of difficulty in play, affected many social affordances that had previously encouraged and rewarded sociality between players. I argue that social experience in online games is a product of two factors: the social affordances provided by the game and the ideology of wider culture.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129535369","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}
Dominic Elm, G. F. Tondello, Dennis L. Kappen, Marim Ganaba, Melissa Stocco, L. Nacke
{"title":"CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning","authors":"Dominic Elm, G. F. Tondello, Dennis L. Kappen, Marim Ganaba, Melissa Stocco, L. Nacke","doi":"10.1145/2968120.2971805","DOIUrl":"https://doi.org/10.1145/2968120.2971805","url":null,"abstract":"Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"20 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127527598","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":"Considering Diversity in Collaborative Video Game Design Work","authors":"Rachel N. Simons","doi":"10.1145/2968120.2987749","DOIUrl":"https://doi.org/10.1145/2968120.2987749","url":null,"abstract":"The highly collaborative world of video game design involves a number of key cooperative work issues. However, relatively little research thus far has examined this particular form of creative work-especially understanding and supporting diversity within the field. In this paper, I highlight three aspects of diversity where further research could produce valuable insights for the field of video game design work: the inclusion of diverse groups of people, especially underrepresented groups; the effect that organizational structure may have in supporting both diverse individuals and diverse perspectives; and the potential relationship of work tool selection to supporting diverse users' work. I also propose potential research questions that might be addressed by applying a lens of diversity to studying video game design work.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126966172","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}
Holly Hutson, Daniel M. Johnson, Xin-Yi Chua, J. Hogan, M. Brereton, Markus Rittenbruch, B. Baldi, S. O’Donoghue
{"title":"Can Videogame Players Inform Better Scientific Visualization'","authors":"Holly Hutson, Daniel M. Johnson, Xin-Yi Chua, J. Hogan, M. Brereton, Markus Rittenbruch, B. Baldi, S. O’Donoghue","doi":"10.1145/2968120.2987736","DOIUrl":"https://doi.org/10.1145/2968120.2987736","url":null,"abstract":"We sought to explore how knowledge of videogames could inform the design of complex digital interfaces for bioinformatics visualization tools. Aquaria is an open-source web resource for visual exploration of protein structures. We present the results of a series of workshops conducted with participants who have expertise in videogame design and development. We report on emerging themes relating to how videogames might inform improvements in the design of Aquaria and other bioinformatics visualization tools. Future work is described.","PeriodicalId":187446,"journal":{"name":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121246583","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}