M. Hoare, S. Benford, Rachel Jones, Natasa Milic-Frayling
{"title":"Coming in from the margins: amateur musicians in the online age","authors":"M. Hoare, S. Benford, Rachel Jones, Natasa Milic-Frayling","doi":"10.1145/2556288.2557298","DOIUrl":"https://doi.org/10.1145/2556288.2557298","url":null,"abstract":"HCI is increasingly interested in amateurism, but the wider literature suggests that the amateur is a complex and distinctive phenomenon. An interview study reveals the nature of the amateur in the digital age. Even though operating non-professionally at a micro-scale, amateur musicians employ a plethora of online services to sustain local fanbases, reach out to new fans, collaborate internationally, and actively promote both digital and material products. Our findings lead to recommendations for event-oriented promotion tools; community-oriented analytics; tangible and embedded products; and limited-edition digital experiences. We conclude that HCI needs to recognise the amateur as an important class of user, one who is serious about their leisure, and who is also distinct from the professional as from the novice and hobbyist.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82815720","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":"Session details: Network of care","authors":"P. Olivier","doi":"10.1145/3250987","DOIUrl":"https://doi.org/10.1145/3250987","url":null,"abstract":"","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82888021","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":"Spending real money: purchasing patterns of virtual goods in an online social game","authors":"D. Y. Wohn","doi":"10.1145/2556288.2557074","DOIUrl":"https://doi.org/10.1145/2556288.2557074","url":null,"abstract":"Researchers have found that 'social' factors contribute to purchasing intentions of virtual goods in an online social game, but little is known about actual purchasing behavior. Study 1 examined the relationship between social factors and virtual goods purchasing patterns using large scale data obtained by server logs of an online social game. Exchange of virtual goods and number of friends increased the likelihood of spending real money compared to no spending. Among those who did spend real money, giving virtual goods to others was the strongest factor associated with the amount of spending. Study 2 examined purchasing patterns of players who spent real money: high real-money spenders were buying items for visual customization while low spenders were buying consumable items necessary to sustain playing the game.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90879157","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":"Session details: Managing income","authors":"S. Schoenebeck","doi":"10.1145/3250925","DOIUrl":"https://doi.org/10.1145/3250925","url":null,"abstract":"","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90067784","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}
Anne S. Hsu, J. Yang, Yigit Han Yilmaz, Md Sanaul Haque, Cengiz Can, A. Blandford
{"title":"Persuasive technology for overcoming food cravings and improving snack choices","authors":"Anne S. Hsu, J. Yang, Yigit Han Yilmaz, Md Sanaul Haque, Cengiz Can, A. Blandford","doi":"10.1145/2556288.2557099","DOIUrl":"https://doi.org/10.1145/2556288.2557099","url":null,"abstract":"A central challenge in weight management is the difficulty of overcoming desires for excessive and unhealthy food. Yet, studies show that when people are able to resist their desires for unhealthy choices, they experience pride and satisfaction. In order to alleviate the former and support the latter, we designed, implemented and tested a mobile application for improving snacking behavior. Our application delivers a food craving reduction intervention at the moment of need and allows users to track how often they successfully resisted cravings. Our craving reduction intervention is based on recent research that shows that food cravings can be reduced through imagery techniques. We conducted a week-long evaluation of our application, comparing the effectiveness of our application to a basic tracking application. We found that our imagery application significantly reduced both overall snacking and unhealthy snacking compared to a simple snack-tracking application.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90106460","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":"Posting for community and culture: considerations for the design of interactive digital bulletin boards","authors":"Claude Fortin, Carman Neustaedter, Kate Hennessy","doi":"10.1145/2556288.2556970","DOIUrl":"https://doi.org/10.1145/2556288.2556970","url":null,"abstract":"The next decade is likely to see a shift in digital public displays moving from non-interactive to interactive content. This will likely create a need for digital bulletin boards and for a better understanding of how such displays should be designed to encourage community members to interact with them. Our study addresses this by exploring community bulletin boards as a ubiquitous type of participatory non-digital display \"in the wild\". Our results highlight how they are used for content of local and contextual relevance, and how cultures of participation, personalization, location, the tangible character of architecture, access, control and flexibility might affect community members' level of engagement with them. Our analysis suggests entry points as design considerations intrinsically linked to the users' sense of agency within a delineated space. Overlaps with related work are identified throughout to provide further validation of previous findings in this area of research.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90182216","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}
Kevin Huang, P. Sparto, S. Kiesler, A. Smailagic, Jennifer Mankoff, D. Siewiorek
{"title":"A technology probe of wearable in-home computer-assisted physical therapy","authors":"Kevin Huang, P. Sparto, S. Kiesler, A. Smailagic, Jennifer Mankoff, D. Siewiorek","doi":"10.1145/2556288.2557416","DOIUrl":"https://doi.org/10.1145/2556288.2557416","url":null,"abstract":"Physical therapists could make better treatment decisions if they had accurate patient home exercise data but today this information is only available from patient self-report. A more accurate source of data could be gained from wearable computing designed for physical therapy exercise support. Existing systems have been tested in the lab but we have little information about issues they may face in home settings. We designed a technology probe, SenseCap, and deployed it for seven days in ten physical therapy patients' homes. SenseCap is a wearable physical therapy support system that gathers patient exercise compliance and performance data and summarizes the data in charts on an iPad Dashboard for physical therapists to view when patients return to the clinic. In this paper, we present the results of our deployment, show in-home patient exercise data gathered by the probe, and make design recommendations based on patient and physical therapist responses.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90472820","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":"Streaming on twitch: fostering participatory communities of play within live mixed media","authors":"William A. Hamilton, Oliver Garretson, A. Kerne","doi":"10.1145/2556288.2557048","DOIUrl":"https://doi.org/10.1145/2556288.2557048","url":null,"abstract":"Previously, video streaming sites were at the fringes of online social media. In the past two years, live streams of video games, on sites such as Twitch.tv, have become very popular. Live streams serve as meeting grounds for player communities. The Twitch streaming medium combines broadcast video with open IRC chat channels. In conjunction with gameplay, viewer participation and community building gain emphasis. Twitch streams range in size and nature, from intimate communities with fifty viewers, to massive broadcasts with tens of thousands. In this paper, we present an ethnographic investigation of the live streaming of video games on Twitch. We find that Twitch streams act as virtual third places, in which informal communities emerge, socialize, and participate. Over time, stream communities form around shared identities drawn from streams? contents and participants? shared experiences. We describe processes through which stream communities form, the motivations of members, and emergent issues in the medium. Finally, we draw from our findings to derive implications for design of live mixed-media environments to support participatory online communities.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89518980","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}
I. Dunwell, S. Freitas, Panagiotis Petridis, M. Hendrix, S. Arnab, Petros Lameras, Craig D. Stewart
{"title":"A game-based learning approach to road safety: the code of everand","authors":"I. Dunwell, S. Freitas, Panagiotis Petridis, M. Hendrix, S. Arnab, Petros Lameras, Craig D. Stewart","doi":"10.1145/2556288.2557281","DOIUrl":"https://doi.org/10.1145/2556288.2557281","url":null,"abstract":"Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage and retain users whilst transferring information. This paper presents an evaluation of a game-based approach seeking to improve the road safety behaviour amongst children aged 9-15 within the UK, made available outside of a classroom context as an online, browser-based, free-to-play game. The paper reports on data for 99,683 players over 315,882 discrete logins, supplemented by results from a nationally-representative survey of children at UK schools (n=1,108), an incentivized survey of the player-base (n=1,028), and qualitative data obtained through a series of one-to-one interviews aged 9-14 (n=28). Analysis demonstrates the reach of the game to its target demographic, with 88.13% of players within the UK. A 3.94 male/female ratio was observed amongst players surveyed, with an age distribution across the target range of 9-15. Noting mean and median playtimes of 93 and 31 minutes (n=99,683), it is suggested such an approach to user engagement and retention can surpass typical contact times obtained through other forms of web-based content. The size of the player-base attracted to the game and players' qualitative feedback demonstrates the potential for serious games deployed on a national scale.","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89758218","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":"Session details: Journalism and social news","authors":"Coye Cheshire","doi":"10.1145/3251000","DOIUrl":"https://doi.org/10.1145/3251000","url":null,"abstract":"","PeriodicalId":20599,"journal":{"name":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2014-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87587680","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}