Paula Alavesa, Julia Schmidt, A. Fedosov, Richard Byrne, F. Mueller
{"title":"Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization","authors":"Paula Alavesa, Julia Schmidt, A. Fedosov, Richard Byrne, F. Mueller","doi":"10.1145/2793107.2810311","DOIUrl":"https://doi.org/10.1145/2793107.2810311","url":null,"abstract":"In this paper we introduce a game design that utilizes the synchronization and flow of the movement in contrast to the pace of movement (speed) utilized in many exertion games. We present Air Tandem, a bodily game that explorers synchronized limb movements to move a shared avatar from a start to a finish line on a projected route. The game is designed for a two player team. In the future we plan to use this game to gain insight on the sensory cues the players use to achieve synchrony.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"199 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132197908","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}
P. Dugas, William A. Hamilton, Christian Keyes-Garcia, Stepheny Perez, Richard Stanton
{"title":"Collaborative Planning Gameplay from Disaster Response Practice","authors":"P. Dugas, William A. Hamilton, Christian Keyes-Garcia, Stepheny Perez, Richard Stanton","doi":"10.1145/2793107.2810287","DOIUrl":"https://doi.org/10.1145/2793107.2810287","url":null,"abstract":"Disaster response involves collaborative planning with contingencies, an activity rarely featured in gameplay. Working from years of ethnographic investigation of fire emergency response, urban search and rescue, and incident command, we develop design implications for game mechanics to support planning. We connect case studies of games that feature planning gameplay. Our objective is to inform future games for training disaster responders as well as gaming in general.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132569156","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":"Exploring Casual Exergames with Kids Using Wheelchairs","authors":"Kieran Hicks, K. Gerling","doi":"10.1145/2793107.2810304","DOIUrl":"https://doi.org/10.1145/2793107.2810304","url":null,"abstract":"Physical activity (PA) is important for health and well-being, but often PA is inaccessible for children using wheelchairs. In this work, we explore the potential of casual exergames to provide opportunities for physically active play. We apply existing wheelchair-controlled video games to explore children's and parents' perceptions of these games. Feedback shows that children and parents feel that casual exergames could be a valuable opportunity of offering wheelchair-accessible play, however, refinement of game concepts particularly regarding challenge and physical effort required to play is necessary. By integrating these findings into games for young people using wheelchairs in the future, we hope to provide opportunities for accessible and physically challenging play.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124871170","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}
M. M. Bekker, Linda De Valk, Pepijn Rijnbout, M. D. Graaf, B. Schouten, Berry Eggen
{"title":"Investigating Perspectives on Play: The Lenses of Play Tool","authors":"M. M. Bekker, Linda De Valk, Pepijn Rijnbout, M. D. Graaf, B. Schouten, Berry Eggen","doi":"10.1145/2793107.2810328","DOIUrl":"https://doi.org/10.1145/2793107.2810328","url":null,"abstract":"This paper presents a new design tool for developing interactive playful environments. This design tool consists of a number of cards, which explain five perspectives or lenses on play. We describe three user evaluations that were carried out with the design tool and discuss how participants used the tool in their design activities and what they considered to be the value of the tool. The evaluations where mainly focused on two lenses: open-ended play and emergence. The tool provides inspiration for students, and other design researchers and practitioners working in the field of interactivity and play.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114843379","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":"Agents and Avatars: Event based analysis of competitive differences","authors":"Mikael Fodor, Pejman Mirza-Babaei, J. Good","doi":"10.1145/2793107.2810310","DOIUrl":"https://doi.org/10.1145/2793107.2810310","url":null,"abstract":"Investigations into playing against computer and human controlled opponents have shown higher levels of arousal against human opponents. Most experiments however measure this by using post play surveys. In contrast, the study reported in this paper used physiological measurements to allow for different events during competitive play to be analysed. Twenty participants played two death matches in Call of Duty: Black Ops 2. Although participants played against an agent in both matches, participants were told that they were playing against an agent in one match, and an avatar in the other. Significant differences in participants' arousal level were found when the enemy was first encountered, though measures became more mixed as the interactions played out. The believability of the avatar may have influenced the results, as not all participants seemed convinced of the humanity of the AI. Overall, the experimental results can form a basis for further investigation into this area.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125891223","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":"Operation Citadel: Exploring the Role of Docents in Mixed Reality","authors":"Daniella H Yule, Bonnie MacKay, Derek F. Reilly","doi":"10.1145/2793107.2793135","DOIUrl":"https://doi.org/10.1145/2793107.2793135","url":null,"abstract":"In this paper we describe the role of docents in a mixed reality game at a historic site called Operation: Citadel. The docents act as intermediaries between the system and the participants, providing interpretation and understanding of the game and managing interaction. This permits the integration of sophisticated interactions and rich narrative while maintaining the walk-up-and-use, casual nature of the exhibit. We describe the implementation and design, and examine the effect that docents had on enjoyment of and frustration with the game. Our results indicate that docents can serve an important role in augmenting participant experience. We identify and describe a set of roles unique to docents of Mixed Reality experiences.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121863099","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":"Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins","authors":"James Brown, K. Gerling, P. Dickinson, B. Kirman","doi":"10.1145/2793107.2810307","DOIUrl":"https://doi.org/10.1145/2793107.2810307","url":null,"abstract":"Uncomfortable interactions are a common aspect of daily life, and have been explored in Human-Computer Interaction; yet little is known about uncomfortable gaming experiences. In this paper, we report on the design and preliminary evaluation of a game in which one player is invited to lie down in a coffin. Results of an exploratory user study suggest that the restricted space of the coffin along with its unsettling cultural connotation led to an engaging, thought provoking experience. By combining the previously separately explored dimensions of physical and psychological discomfort, we hope to better understand the effects that such challenges can have on player experience.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116916580","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}
Eduardo Velloso, Carl Oechsner, Katharina Sachmann, Markus Wirth, Hans-Werner Gellersen
{"title":"Arcade+: A Platform for Public Deployment and Evaluation of Multi-Modal Games","authors":"Eduardo Velloso, Carl Oechsner, Katharina Sachmann, Markus Wirth, Hans-Werner Gellersen","doi":"10.1145/2793107.2793145","DOIUrl":"https://doi.org/10.1145/2793107.2793145","url":null,"abstract":"We describe the design and implementation of Arcade+, a custom-built arcade machine augmented with modern input devices to deploy and evaluate novel multi-modal interaction techniques for gaming. Arcade+ has gaze, feet, mid-air gestures, and multi touch sensing capabilities, as well as traditional arcade controls. Our modular design also allows for extending current capabilities or replacing them with others. To demonstrate the system's capabilities, we describe and discuss three games that explore how multi-modal input can inspire new play concepts and mechanics.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126323586","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":"Training While Playing?: Enhancing Cognitive Control Through Digital Games","authors":"Hannah Schmitt, J. Kray, M. Schmitz, Mert Akbal","doi":"10.1145/2793107.2810322","DOIUrl":"https://doi.org/10.1145/2793107.2810322","url":null,"abstract":"The rapidly increasing number of commercially game-based brain trainings offers great possibilities for applied interventions, but often warrant evidence for improved functioning. In contrast, established scientific training tasks often lack motivational layout and hence challenge training willingness. As a first step, we present three games for tablet PCs targeting different processes of cognitive control. All of these apps involve motivational elements to increase training willingness. In future work, having different versions of gamed-based cognitive control training will facilitate whether cognitive training in one function generalizes to training benefits in another, and which specific feature of the game-layout supports intrinsic training motivation.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"194 S551","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132905257","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}
Erik Harpstead, Thomas Zimmermann, Nachiappan Nagappan, J. J. Guajardo, Ryan Cooper, T. Solberg, Dan Greenawalt
{"title":"What Drives People: Creating Engagement Profiles of Players from Game Log Data","authors":"Erik Harpstead, Thomas Zimmermann, Nachiappan Nagappan, J. J. Guajardo, Ryan Cooper, T. Solberg, Dan Greenawalt","doi":"10.1145/2793107.2793114","DOIUrl":"https://doi.org/10.1145/2793107.2793114","url":null,"abstract":"A central interest of game designers and game user researchers is to understand why players enjoy their games. While a number of researchers have explored player enjoyment in general, few have talked about methods for enabling designers to understand the players of their specific game. In this paper we explore the creation of engagement profiles of game players based on log data. These profiles take into account the different ways that players engage with the game and highlight patterns associated with active play. We demonstrate our approach by performing a descriptive analysis of the game Forza Motorsport 5 using data from a sample of 1.2 million users of the game and discuss the implications of our findings.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133024614","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}