Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823819
Rui Craveirinha, Licinio Gomes Roque
{"title":"Looking for the heart of interactive media: reflections on video games' emotional expression","authors":"Rui Craveirinha, Licinio Gomes Roque","doi":"10.1145/1823818.1823819","DOIUrl":"https://doi.org/10.1145/1823818.1823819","url":null,"abstract":"Ever since they first originated, video games have been perceived as an inferior form of media expression. One major concern has been that they do not seem able to elicit a wide spectrum of emotions, thus being perceived as emotionally shallow. Sustained by a theoretical overview of the nature of play activities and studies on emotion elicitation by video games, this paper hypothesizes on a relationship between certain elements of traditional games and subsequent elicited emotions. From these ensue concerns regarding the narrow spectre of emotions elicited by certain prototypical game structures employed by the game design process.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122402167","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823826
B. J. Gajadhar, H. Nap, Y. D. Kort, W. Ijsselsteijn
{"title":"Out of sight, out of mind: co-player effects on seniors' player experience","authors":"B. J. Gajadhar, H. Nap, Y. D. Kort, W. Ijsselsteijn","doi":"10.1145/1823818.1823826","DOIUrl":"https://doi.org/10.1145/1823818.1823826","url":null,"abstract":"Digital games are an excellent means to meet and socialize with others in leisure time. Online co-play could in particular be of great value for isolated and less mobile seniors. However, recent findings suggest that seniors have negative perceptions about mediated co-play over the Internet. Since no empirical results are available for senior gamers, we studied seniors' player experience in three play configurations with increasing levels of social presence: virtual, mediated, and co-located co-play. Results showed that -- in contrast to young adults -- the increase in a positive player experience as a result from the presence of social elements does not entirely hold for senior gamers. Online co-play is experienced as least enjoyable and seniors' sense of social presence is not affected when a computer controlled co-player is substituted by a distant human co-player.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117300237","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823829
L. O. Hof, Jente de Pee, J. Sturm, M. M. Bekker, Jos Verbeek
{"title":"Prolonged play with the ColorFlares: how does open-ended play behavior change over time?","authors":"L. O. Hof, Jente de Pee, J. Sturm, M. M. Bekker, Jos Verbeek","doi":"10.1145/1823818.1823829","DOIUrl":"https://doi.org/10.1145/1823818.1823829","url":null,"abstract":"This paper describes an explorative user study with interactive objects for open-ended play, i.e. play with flexible game goals and rules. Children were asked to play with interactive objects, called the ColorFlares, in three free play sessions over a period of three weeks. We measured social interaction in terms of social play and social communication. We found that group play over all three sessions remained high. We also found that communication in the first session was mainly about the possibilities of the ColorFlares. Later on, communication was related more to the games that were played, giving each other feedback. We also discuss the personal and situational factors that have influence on the test results.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126716770","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823825
Ali Mazalek, Michael Nitsche, S. Chandrasekharan, T. Welsh, Paul G. Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner
{"title":"Recognizing self in puppet controlled virtual avatars","authors":"Ali Mazalek, Michael Nitsche, S. Chandrasekharan, T. Welsh, Paul G. Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner","doi":"10.1145/1823818.1823825","DOIUrl":"https://doi.org/10.1145/1823818.1823825","url":null,"abstract":"Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how this 'own movement effect' could be extended to improve the interaction between players and game avatars, and how it might be leveraged to augment players' cognition. To examine this question, we have designed and developed a tangible puppet interface and 3D virtual environment that are tailored to investigate the mapping between player and avatar movements. In a set of two experiments, we show that when the puppet interface is used to transfer players' movements to the avatar, the players are able to recognize their own movements, when presented alongside others' movements. In both experiments, players did not observe their movements being transferred to the avatar, and the recognition occurred after a week of the transfer. Since the recognition effect persisted even with these two handicaps, we conclude that this is a robust effect, and the puppet interface is effective in personalizing an avatar, by transferring a player's own movements to the virtual character.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122519994","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823834
Eric Toering, I. Soute, P. Markopoulos
{"title":"Rule customization in head-up games","authors":"Eric Toering, I. Soute, P. Markopoulos","doi":"10.1145/1823818.1823834","DOIUrl":"https://doi.org/10.1145/1823818.1823834","url":null,"abstract":"This research examines the feasibility of rule customization for a genre of pervasive games for children called Head-Up Games [11], which are intended to be played outdoors by children and to encourage physical activity and social interaction. An interface to allow customization of game rules was created. An evaluation involving 22 children aged 11--13, showed that children are able to customize the game and this can be an effective means of keeping them engaged with such games for longer periods.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115077178","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823837
Tiago Borges Coelho, Maarten Wesselius, C. Papakonstantinou
{"title":"OutRandom: addressing an underrated skill","authors":"Tiago Borges Coelho, Maarten Wesselius, C. Papakonstantinou","doi":"10.1145/1823818.1823837","DOIUrl":"https://doi.org/10.1145/1823818.1823837","url":null,"abstract":"This paper describes the concept, design and results of a computer game that addresses human's ability to produce random binary sequences. The game was realized in the form of an interactive installation and featured at several events. Because of its inherent motivational characteristics, it is well suited for scientific research on the production and assessment of randomness by humans.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114550103","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823828
J. Annema, M. Verstraete, V. Abeele, Stef Desmet, D. Geerts
{"title":"Videogames in therapy: a therapist's perspective","authors":"J. Annema, M. Verstraete, V. Abeele, Stef Desmet, D. Geerts","doi":"10.1145/1823818.1823828","DOIUrl":"https://doi.org/10.1145/1823818.1823828","url":null,"abstract":"This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist. From these results recommendations for video game design were derived. Recommendations include that a therapeutic video game should be easy to startup and configure, should allow the therapist to support a patient during play, and should support the therapist in tracking a patient's performance.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134475677","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823824
Noritaka Moriguchi, Emi Wada, M. Miura
{"title":"Emotion control system for MIDI excerpts: MOR2ART","authors":"Noritaka Moriguchi, Emi Wada, M. Miura","doi":"10.1145/1823818.1823824","DOIUrl":"https://doi.org/10.1145/1823818.1823824","url":null,"abstract":"Emotional expression when performing music (singing or playing musical instruments) requires skill, but such a skill is generally difficult to learn. Computer systems that can make it easy for non-musicians to express any emotion have been proposed[1]. These systems can be used to express five or six emotions during a musical performance, but cannot be used to control the degree of an emotion such as savage or calm anger. It is necessary for the user, not only musicians but also non-musicians, to continuously manipulate emotions with immediate results for the audience. Therefore, we propose a system for controlling degrees of emotions in MIDI files. We call our proposed system Mood Operator Realized as an Application of Affective Rendering Techniques (MOR2ART), and it is designed to control expressed emotion during a musical performance using excerpts of a standard MIDI file (SMF) format. In musical performances, an emotion is expressed by the use of several performance profiles [2]. An emotion plane, which was defined in a previous study, is used in our system to allow manipulation of a pointer for continuously changing several performance profiles, such as timbre, tempo, number of performance tracks, and loudness of a given excerpt in that plane. Therefore, users can easily control the emotional expression in an excerpt. The emotions are expressed in the music when played back to the listener. Listeners can easily identify the expressed emotion with this playback. In an experimental evaluation, we confirmed that MOR2ART enables a non-musician to express emotion through his/her performance.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125806803","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823822
Lizzy Bleumers, An Jacobs, T. V. Lier
{"title":"Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model","authors":"Lizzy Bleumers, An Jacobs, T. V. Lier","doi":"10.1145/1823818.1823822","DOIUrl":"https://doi.org/10.1145/1823818.1823822","url":null,"abstract":"In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF model. While the first game (i.e. The Target) involves the use of digital technology, the latter (i.e. Magic Spell) does not. In order to produce an in-depth review, we observed groups during game play and we assessed players' experiences by means of a questionnaire.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125688994","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}
Fun and GamesPub Date : 2010-09-15DOI: 10.1145/1823818.1823835
N. Paterson, K. Naliuka, S. Jensen, Tara Carrigy, M. Haahr, Fionnuala Conway
{"title":"Design, implementation and evaluation of audio for a location aware augmented reality game","authors":"N. Paterson, K. Naliuka, S. Jensen, Tara Carrigy, M. Haahr, Fionnuala Conway","doi":"10.1145/1823818.1823835","DOIUrl":"https://doi.org/10.1145/1823818.1823835","url":null,"abstract":"In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of presence (the feeling of being in a particular place) these aspects of the sound design were also investigated. Evaluation of the game was undertaken over a three-day period with the participation of 19 subjects. The results gained imply that audio plays an important role in immersing a player within the game space and in emotionally engaging with the virtual world. However, challenges in regards to GPS inaccuracy and unpredictability remain, as well as device processor constraints, in order to create an accurate audio sound field and for the real-time rendering of audio files.","PeriodicalId":275347,"journal":{"name":"Fun and Games","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124103019","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}