{"title":"A Frank Conversation about the \"F\" Word","authors":"Mark C. Barlet","doi":"10.1145/2793107.2801718","DOIUrl":"https://doi.org/10.1145/2793107.2801718","url":null,"abstract":"With the rise of the independent game developer, and highly distributed platforms with low costs of entry we are seeing more and more content tailored to a specific group of people, be it tailored to a location, interest, or in many cases a disability. Organizations and institutions are using these new norms and are bring games to the market that attempt to obfuscate therapy, measure something specific to the disability, or just 'because' and the vast majority of these products are not widely adopted, or have a life in an institutional environment, but not at home. All of these projects miss the most important factor to any game, Fun. We will discuss the gamer with disability in general terms -- Take a deep dive into some of the larger groups of gamers with disabilities and talk about their needs We will talk about what games bring to the gamer in general, and to gamers with disabilities specifically We will talk about some of the positive therapeutic benefits of gaming Lastly, we will jump into some things that make games fun.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"16 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":"128470465","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}
Tom Feltwell, Grzegorz Cielniak, P. Dickinson, B. Kirman, S. Lawson
{"title":"Dendrogram Visualization as a Game Design Tool","authors":"Tom Feltwell, Grzegorz Cielniak, P. Dickinson, B. Kirman, S. Lawson","doi":"10.1145/2793107.2810284","DOIUrl":"https://doi.org/10.1145/2793107.2810284","url":null,"abstract":"With the advent of game telemetry, contemporary game designers have access to a huge amount of real-time data about player behavior. However, in design practice there is a lack of effective visualization tools. Activity histograms or heatmaps can suffer from data overcrowding, making it difficult for the designer to identify patterns and outliers within a large dataset. This work-in-progress explores a new meta-visualization tool for game designers that uses dendrogram representations to highlight pertinent features within large sets of heatmaps. Through interviews with professional game designers, we find that dendrograms can be used to identify outliers quickly, and are valuable in guiding designers through complex telemetry. This contributes to the ongoing work on supporting richer tools for game design practice amongst an increasingly data-filled environment.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"3 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":"130165360","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: Playing and Creating Together","authors":"Joe Marshall","doi":"10.1145/3252365","DOIUrl":"https://doi.org/10.1145/3252365","url":null,"abstract":"","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":"131032003","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 the Impact of Role Model Avatars on Game Experience in Educational Games","authors":"Dominic Kao, D. Harrell","doi":"10.1145/2793107.2810291","DOIUrl":"https://doi.org/10.1145/2793107.2810291","url":null,"abstract":"Studies show that role models can boost academic performance. In this paper, we describe an experiment (N = 890) exploring the use of (a) scientist role models, (b) athlete role models and (c) simple geometric shapes, as game avatars. Using the Game Experience Questionnaire (GEQ), we find that over all participants, the use of avatars that looked like scientist and athlete role models led to highest flow and immersion. For female participants, the use of scientist avatars led to highest immersion and positive affect, and lowest tension and negative affect. The results here indicate that role model avatars have the potential to positively affect player game experience. This may especially be impactful for educational games, in which higher engagement could in turn influence learning outcomes.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"57 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":"130899177","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. Birk, I. Iacovides, Daniel M. Johnson, R. Mandryk
{"title":"The False Dichotomy between Positive and Negative Affect in Game Play","authors":"M. Birk, I. Iacovides, Daniel M. Johnson, R. Mandryk","doi":"10.1145/2793107.2810258","DOIUrl":"https://doi.org/10.1145/2793107.2810258","url":null,"abstract":"Most of the time games make us happy, but sometimes they are frustrating or make us feel sad. They allow us to experience pleasure, success and joy, but they can also yield feelings of frustration, failure, or sorrow from darker themes. In games, we can experience the full range of emotions -- both positive and negative. While a positive experience is often the goal, there are many ways in which negative affect can enhance play. First, the almost masochistic experience of failure and frustration within play can lead to intense positive feelings when overcome. Second, negative emotional experiences, such as feeling uncomfortable, guilty, or sad can also provide additional emotional range that is valued by players. Third, a number of games have emerged in recent years that encourage players to think about difficult or challenging issues that are unlikely to engender positive emotions. The CHIPLAY 2015 False Dichotomy Workshop focuses on the range of valence in games and invites experts from across fields to contribute to our understanding of the interplay between positive and negative affect within play. The workshop goals are to investigate the interplay between positive and negative affect, identify gaps in our knowledge, determine future research directions, and build the community of people interested in the false dichotomy between positive and negative affect in games. The workshop will consist of a brief introduction game, followed by group brainstorming, small group interaction, and a closing plenary discussion.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"4 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":"130244919","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}
Cheryl Leo, Eric Tsai, Arim Yoon, Kyungtaek Lee, Jingyu Liu
{"title":"An Ant's Life: Storytelling in Virtual Reality","authors":"Cheryl Leo, Eric Tsai, Arim Yoon, Kyungtaek Lee, Jingyu Liu","doi":"10.1145/2793107.2810264","DOIUrl":"https://doi.org/10.1145/2793107.2810264","url":null,"abstract":"An Ant's Life is a game that explores the use of virtual reality in connection with physical props to tell a captivating story and create a unique immersive experience through innovation in graphics, gameplay and design. It takes a new approach to the virtual reality space by integrating 2D art in a 3D environment, including props and theming alongside the use of the Oculus Rift and PS Move and focusing on storytelling for naïve guests with an unusual perspective from the point of view of an ant. The game hopes to bridge the virtual and physical worlds and make virtual reality games more accessible to a wide audience.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"25 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121001924","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, Amy Fleming, Jason Alexander, Hans-Werner Gellersen
{"title":"Gaze-Supported Gaming: MAGIC Techniques for First Person Shooters","authors":"Eduardo Velloso, Amy Fleming, Jason Alexander, Hans-Werner Gellersen","doi":"10.1145/2793107.2793137","DOIUrl":"https://doi.org/10.1145/2793107.2793137","url":null,"abstract":"MAGIC--Manual And Gaze Input Cascaded-pointing techniques have been proposed as an efficient way in which the eyes can support the mouse input in pointing tasks. MAGIC Sense is one of such techniques in which the cursor speed is modulated by how far it is from the gaze point. In this work, we implemented a continuous and a discrete adaptations of MAGIC Sense for First-Person Shooter input. We evaluated the performance of these techniques in an experiment with 15 participants and found no significant gain in performance, but moderate user preference for the discrete technique.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"113 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":"121673806","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}
C. Moser, Michaela Peterhansl, Thomas Kargl, M. Tscheligi
{"title":"The Potentials of Gamification to Motivate Older Adults to Participate in a P2P Support Exchange Platform","authors":"C. Moser, Michaela Peterhansl, Thomas Kargl, M. Tscheligi","doi":"10.1145/2793107.2810326","DOIUrl":"https://doi.org/10.1145/2793107.2810326","url":null,"abstract":"Gamification has gained popularity in the research community and has been studied in various contexts lately. In a research project, we aim at establishing a peer-to-peer exchange platform that supports informal care practices of older adults by mediating them online. Current research around gamification brought out our curiosity and we decided to investigate the potentials for motivating older adults to benefit from support exchange and characterizing them by showing badges in their profile. Thereby, we aim at positioning gamification in the form of rewards in the care context with a clear meaning for older adults.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"34 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":"121837353","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":"Play with your Food: Enjoyable Meals, Eatable Games","authors":"Jesús Ibáñez","doi":"10.1145/2793107.2810294","DOIUrl":"https://doi.org/10.1145/2793107.2810294","url":null,"abstract":"This paper offers an approach that encourages children to play with food in a creative way. Children create video-games out of food while they cook or eat. We propose the use of Inventame, an App that allows the user to focus on the creative part. He crafts his own game in the real world with his preferred physical ingredients. Then, he takes a picture of his creation, configures a few options in the App, and the picture becomes playable. After this creative process, the user can play the digital version of his game once he has eaten the real one. This paper also describes four examples that illustrate the creation of playable food from several different ingredients and with different functions and playability.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"65 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":"132808659","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}
C. Hoare, Rosie Campbell, Richard Felton, Liam Betsworth
{"title":"Hide and Seek: Exploring Interaction With Smart Wallpaper","authors":"C. Hoare, Rosie Campbell, Richard Felton, Liam Betsworth","doi":"10.1145/2793107.2793143","DOIUrl":"https://doi.org/10.1145/2793107.2793143","url":null,"abstract":"Displays are getting larger, thinner, and are consuming less power. The logical conclusion of this trend is a future in which wall-size displays are common in homes, a concept we have described as \"smart wallpaper\" for the purposes of evaluating its HCI implications. What new kinds of experience could smart wallpaper provide? This paper describes a case study on one potential smart wallpaper experience: an interactive children's game. Our results suggest that children and their families see substantial value in both the game and the concept of smart wallpaper. They valued the immersion, the physical activity and the shared nature of the experience. On the basis of this study, we conclude that there is substantial potential for wall-size displays to enable valuable experiences for children and their families, and that smartphones can be used as an intuitive means of interacting with them.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"49 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":"133081209","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}