Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts最新文献

筛选
英文 中文
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts 2016年游戏同伴中人机交互年度研讨会论文集扩展摘要
A. Cox, Z. Toups, R. Mandryk, P. Cairns
{"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}
引用次数: 21
PLANET 10: A Space Odyssey 《星球10:太空漫游
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}
引用次数: 3
The Value of Rewards: Exploring World of Warcraft for Gamification Design 探讨《魔兽世界》的游戏化设计
A. Rapp
{"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}
引用次数: 13
Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game Design 电子游戏中的行动阶段理论:电子游戏设计中审慎思维和执行思维差异的影响
Mehmet Kosa
{"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}
引用次数: 0
"It's Like I Would Die as Well": Gratifications of Fearful Game Experience “就像我也会死”:恐惧游戏体验的满足感
Sarah I. Endress, Elisa D. Mekler, K. Opwis
{"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}
引用次数: 10
Assessing Computational Thinking in Students' Game Designs 评估学生游戏设计中的计算思维
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}
引用次数: 25
Social Experience in World of Warcraft: Technological and Ideological Mediations 《魔兽世界》中的社会体验:技术与意识形态中介
Nicole Crenshaw
{"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}
引用次数: 2
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning 聪明:企业知识学习的小知识和策略游戏
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}
引用次数: 7
Considering Diversity in Collaborative Video Game Design Work 探讨合作电子游戏设计工作中的多样性
Rachel N. Simons
{"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}
引用次数: 3
Can Videogame Players Inform Better Scientific Visualization' 电子游戏玩家能否提供更好的科学可视化信息?
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}
引用次数: 2
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书