M. Birk, R. Mandryk, Matthew K. Miller, K. Gerling
{"title":"How Self-Esteem Shapes our Interactions with Play Technologies","authors":"M. Birk, R. Mandryk, Matthew K. Miller, K. Gerling","doi":"10.1145/2793107.2793111","DOIUrl":"https://doi.org/10.1145/2793107.2793111","url":null,"abstract":"The experience that results from video game play is shaped by the play environment, but also by various characteristics of the person playing. We investigated how player self-esteem predicts post-game motivation (enjoyment, effort, and tension), and conducted mediated regressions to show that players' self-esteem alters post-play motivation by affecting how needs are satisfied during play. We also explored how self-esteem predicts post-play positive and negative affect and conducted mediated regressions to show how motivation partially mediates those effects. Our work suggests that players with different levels of self-esteem experience games differently; but more importantly, we provide an explanation of how these differences form by examining the mechanisms during games that ultimately contribute to player experience. Situating our results within theories of self, we discuss the importance of self-esteem for understanding player experience, describe the implications for games research, and consider how self-esteem shapes our interactions with play technologies.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"121 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":"115685448","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: Learning","authors":"J. Read","doi":"10.1145/3252366","DOIUrl":"https://doi.org/10.1145/3252366","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":"114455436","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":"The Game Genre Map: A Revised Game Classification","authors":"Stephanie Heintz, E. Law","doi":"10.1145/2793107.2793123","DOIUrl":"https://doi.org/10.1145/2793107.2793123","url":null,"abstract":"The existing common video game genres lack clarity as well as consistency and thus cannot serve as a solid reference to inform the research on digital educational games (DEG), which are increasingly used as learning tools. To address this basic issue of game classification, we have developed a web-based survey to collect data on how people play and perceive video games that they know well. The survey is grounded in our Game Elements-Attributes Model (GEAM). 321 valid responses were analysed using established hierarchical clustering methods and a novel mapping technique that computes the degree of relevance of individual game attributes to game types and visualises them with hues of grey. The game genre map so obtained can improve the existing game classification.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"5 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":"114750885","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}
Y. Joi, Beom Taek Jeong, Jin Hwang Kim, K. Park, Taehyun Lee, Jun-Dong Cho
{"title":"WearLove: Affective Communication via Wearable Device with Gamification","authors":"Y. Joi, Beom Taek Jeong, Jin Hwang Kim, K. Park, Taehyun Lee, Jun-Dong Cho","doi":"10.1145/2793107.2810337","DOIUrl":"https://doi.org/10.1145/2793107.2810337","url":null,"abstract":"In this paper, we present WearLove, a wrist-worn device and mobile application for enhancing affective communication between users. It enables two users to send a heart symbol to each other's wristband monitors by touching the sensor on the band. Given that the gamification causes the user motivation, we add the gamification elements to the app. The more they express their love to each other via the wristband, the bigger a tree will be grown in the app. By using WearLove, we would like to figure out it can actually enhance the affective communication between users. Add to this, we also investigate the gamification elements in the app can evoke the user motivation for affective communication. To address these questions, three group interviews were conducted during one hour for each couple. (N = 6, 3 couples) Results indicated that WearLove may evoke user motivation for affective communication. Key findings and limitations are going to be discussed in the paper.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"18 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":"114975089","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":"The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence","authors":"A. Denisova, P. Cairns","doi":"10.1145/2793107.2793109","DOIUrl":"https://doi.org/10.1145/2793107.2793109","url":null,"abstract":"Play-testing of digital games is a crucial part of any game development process, used to gather feedback about the game and correct any existing and potential flaws with the design. However, due to the nature of human subject testing, the feedback being collected in such experiments is prone to biases. Players' expectations play a great role in dictating their gaming experience, which means the information players receive before trying a new game, as well as the knowledge they already possess, may affect their perception and experience of the game. Two studies were conducted in order to evaluate how priming players to expect a game technology can positively influence their experience. The results supported the hypothesis that even basic instructions can change players' perception of the game, and lead to a higher level of perceived immersion when knowing that the game contains an improved feature, the adaptive artificial intelligence (AI), while it is not present in the game.","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":"125393423","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":"Playful Interactions in Public","authors":"Y. Rogers","doi":"10.1145/2793107.2801717","DOIUrl":"https://doi.org/10.1145/2793107.2801717","url":null,"abstract":"Governments, researchers, charities, schools, pubs, clubs and local communities all want to engage with the public to hear their opinions, involve them in events and get their commitment to sign up for initiatives and behavioral change programs. However, it is easier said than done. All, too, often only a small number take part while others shy away. How can technology be designed to encourage more active, diverse and sustained participation? How can technology be exploited to draw more people in that will champion causes, commit and even change the world? Instead of building yet another app, our 'out there' approach is to design tangible and physical interfaces, based on principles of playfulness, excitement, competitiveness, intrigue and pleasure. To truly engage with people in the public domain, however, needs us to be creative, colorful and daring in how we combine, mold and shape the form and context of physical and digital technologies.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"307 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":"116341746","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":"The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces","authors":"Victoria McArthur, Robert J. Teather, J. Jenson","doi":"10.1145/2793107.2793121","DOIUrl":"https://doi.org/10.1145/2793107.2793121","url":null,"abstract":"Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in character creation interfaces.","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":"124085223","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":"Guiding Young Players As Designers","authors":"Josh Andrés, J. Lai, F. Mueller","doi":"10.1145/2793107.2810295","DOIUrl":"https://doi.org/10.1145/2793107.2810295","url":null,"abstract":"Players often have playfulness and motivation to play and make games on their own. By tapping into these instincts and guiding players in designing their own games to solve a problem, new models of collaboration between designers and players can be unlocked. In support of this, we present results from a five week case study with 25 children aged 8-10 where they designed their own games within a given context. This ongoing exploration resulted in three design themes: 1) Setting a common goal helps people design together, in this case using sensing data. 2) Focusing on spontaneity through autonomy. And 3) Supporting player mobility with the artefacts. We hope this ongoing exploration can be a starting point in aiding designers to guide players as designers.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"69 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":"126850105","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}
Adam Sosa, Richard Stanton, Stepheny Perez, Christian Keyes-Garcia, Sara Gonzalez, P. Dugas
{"title":"Imperfect Robot Control in a Mixed Reality Game to Teach Hybrid Human-Robot Team Coordination","authors":"Adam Sosa, Richard Stanton, Stepheny Perez, Christian Keyes-Garcia, Sara Gonzalez, P. Dugas","doi":"10.1145/2793107.2810288","DOIUrl":"https://doi.org/10.1145/2793107.2810288","url":null,"abstract":"A key component of team coordination in real-world practice involves communication and work execution from multiple perspectives; this is especially true for unmanned robotic system operators. Previously, such communication skills have been challenging to train, requiring many users and/or high-fidelity simulations. The present research develops a mixed reality game using a small robot and alternate roles to engage two players in team communication through information distribution. The robot features imperfect controls, creating challenge and reflecting the real-world context. This paper presents the game design and development challenges, reflecting on the value of mixed reality for training hybrid human-robot teams.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"2 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":"133675017","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":"Interdisciplinary Reflections on Games and Human Values","authors":"Dimitrios Paris Darzentas, Lachlan D. Urquhart","doi":"10.1145/2793107.2810259","DOIUrl":"https://doi.org/10.1145/2793107.2810259","url":null,"abstract":"We explore the interaction between digital games and human values. HCI as a field is increasingly focused on the importance of engaging with broader discussions around human values. Games are an ideal medium for reflecting on social, ethical and political questions. Accordingly, we propose a multidisciplinary workshop to discuss existing work, consider the future and bring together a range of different epistemological perspectives.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"7 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":"132472104","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}