{"title":"Session details: Novel Interactions","authors":"Perttu Hämäläinen","doi":"10.1145/3252368","DOIUrl":"https://doi.org/10.1145/3252368","url":null,"abstract":"","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"51 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":"125092756","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}
S. Wallner, M. Pichlmair, Michael Hecher, M. Wimmer
{"title":"Modeling Routinization in Games: An Information Theory Approach","authors":"S. Wallner, M. Pichlmair, Michael Hecher, M. Wimmer","doi":"10.1145/2793107.2810286","DOIUrl":"https://doi.org/10.1145/2793107.2810286","url":null,"abstract":"Routinization is the result of practicing until an action stops being a goal-directed process. This paper formulates a definition of routinization in games based on prior research in the fields of activity theory and practice theory. Routinization is analyzed using the formal model of discrete-time, discrete-space Markov chains and information theory to measure the actual error between the dynamically trained models and the player interaction. Preliminary research supports the hypothesis that Markov chains can be effectively used to model routinization in games. A full study design is presented to further explore and verify this hypothesis.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"16 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":"124616730","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":"UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data","authors":"Andrew Dickinson, M. Lochrie, P. Egglestone","doi":"10.1145/2793107.2810324","DOIUrl":"https://doi.org/10.1145/2793107.2810324","url":null,"abstract":"The number of children walking to school is at an all-time low and car use on the rise. The walk to school is seen as an opportunity to promote exercise and tackle the effects of an increasingly sedentary lifestyle amongst young people. At the same time we have a growing understanding of the harmful effects of air pollution on our health. Walking to school would not only make for healthier kids, it would reduce traffic and create a healthier, safer environment but we still drive our kids to school. This paper describes the initial design and development of UKKO, a novel persuasive game to encourage walking to school and engagement with local data. UKKO uses real time environmental data captured by the player to create a virtual environment for a digital pet. The more the student walks and avoids areas of high pollution the more healthy their pet.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"139 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":"127474911","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":"Talk About Sex: Designing Games to Facilitate Healthy Discussions around Sex","authors":"M. Wood, Gavin Wood, Madeline Balaam","doi":"10.1145/2793107.2810270","DOIUrl":"https://doi.org/10.1145/2793107.2810270","url":null,"abstract":"We report on the design of Talk About Sex, a multiplayer mobile phone game designed for young people to facilitate and enable discussions around the subjects of sex, intimacy and relationships. We discuss how we used 'sex as a framing for design', combining concepts of consent, subtlety, intimacy and trust to develop a sensitive yet dynamic game design.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"60 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":"117051373","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":"Sequential Analysis of Player Behavior","authors":"Guenter Wallner","doi":"10.1145/2793107.2793112","DOIUrl":"https://doi.org/10.1145/2793107.2793112","url":null,"abstract":"Understanding how interaction unfolds over time is a key factor for understanding the dynamics aspects of player behavior. Thus far, analysis of sequential patterns of player behavior has, however, mainly focused on discovering frequently recurring patterns. However, frequency of occurrence is not always a reliable indicator of a pattern's importance as infrequent patterns can also offer valuable insights about in-game behavior. In this paper we thus propose the use of lag sequential analysis (LSA) -- which, rather than relying on frequency counts, makes use of statistical methods to determine the significance of sequential transitions -- to aid analysis of behavioral streams of players. For this purpose we apply LSA to in-game data of two well-known games. The meaningfulness of the identified sequences is verified by comparing them to documented and established strategies. In addition, results obtained through LSA are discussed in relation to results from frequency-based sequence mining. Our results suggest that LSA is a promising complement to frequency based methods for analyzing sequential behavior patterns of players.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"94 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":"114566066","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}
Johannes Harms, Dominik Seitz, Christoph Wimmer, Karin Kappel, T. Grechenig
{"title":"Low-Cost Gamification of Online Surveys: Improving the User Experience through Achievement Badges","authors":"Johannes Harms, Dominik Seitz, Christoph Wimmer, Karin Kappel, T. Grechenig","doi":"10.1145/2793107.2793146","DOIUrl":"https://doi.org/10.1145/2793107.2793146","url":null,"abstract":"Gamification of online surveys has been shown to be effective for improving user experience and data quality. However, the precise effects of isolated game elements is unknown and survey gamification requires a lot of effort. This work proposes the use of just a single game element as a novel low-cost approach. It presents evaluation results from a case study where an existing survey was gamified using the popular game element of achievement badges. Results show that the badges improved the user experience but did not influence the respondents' behavior. These benefits are similar to related work but have been achieved with a lower effort. In summary, the case study indicates our low-cost approach to be viable and efficient for survey gamification, and achievement badges to be well-suited for gamified online surveys.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"54 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":"128960343","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":"User Reviews of Gamepad Controllers: A Source of User Requirements and User Experience","authors":"Burak Merdenyan, H. Petrie","doi":"10.1145/2793107.2810332","DOIUrl":"https://doi.org/10.1145/2793107.2810332","url":null,"abstract":"The development of the digital games industry has motivated game console makers to provide better gamepads for gamers. As gamepads provide the interaction between digital games and gamers, it is important to understand gamers' requirements for these devices. This study used content analysis to investigate whether existing gamepads satisfy gamers' requirements and provide good game experience, with a view to informing new designs. A content analysis of user reviews of four different game consoles was conducted. An emergent coding scheme with 11 categories was developed. 'Comfort' was the most frequently mentioned category, accounting for nearly 25% of all comments in the reviews. 'Material Quality' and 'Responsiveness' yielded the most negative comments. Implications for design improvements are discussed.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"41 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":"129190583","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":"SpielRaum: Perspectives for Collaborative Play","authors":"M. Schmitz, Mert Akbal, S. Zehle","doi":"10.1145/2793107.2810306","DOIUrl":"https://doi.org/10.1145/2793107.2810306","url":null,"abstract":"Created in a custom-designed interactive visualization studio, the virtual reality research project SpielRaum combines cave projections with first person virtual reality interfaces for collaborative games that exploit individual perspectives of players on a common virtual space. These games were tested by a large diverse audience, and user feedback was collected via semi-structured face-to-face interviews.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"33 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":"123017481","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":"How Can I Interact?: Comparing Full Body Gesture Visualizations","authors":"Felix Kistler, E. André","doi":"10.1145/2793107.2810299","DOIUrl":"https://doi.org/10.1145/2793107.2810299","url":null,"abstract":"This paper is dedicated to the question \"How can I interact?\", which may arise during a full body interaction game. To answer this question, a game needs to tell the players what actions are available and how those actions can be triggered. We focus on the video channel and use onscreen symbols to visualize how available input gestures have to be performed. We describe three symbol variants using recordings of a real person: color images, tracking shapes and skeletons, and solely tracking skeletons. An initial evaluation study shows clear advantages for the color images. We further outline how we extend the current implementation, for both improving the usability of the symbols, as well as easing their development.","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":"127711131","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":"Collaborate, Not Only as a Developer, but also as a PLAYER","authors":"Jun Ma, P. Diefenbach, Justin H. Patterson","doi":"10.1145/2793107.2810334","DOIUrl":"https://doi.org/10.1145/2793107.2810334","url":null,"abstract":"More and more players are participating in creating game content. The tools for player generation of game level content have increasingly rich functionality and capabilities, often rivaling developer tools. However, unlike the dedicated agile sprints of developers, players often have long iterations for the build-test cycle and rarely hear feedback from other players. All of these factors make it frustrating for players to finish and polish their creations. This paper introduces a new way for players to generate game level content by collaborating with another player as the level tester in real-time, thereby integrating the build-test cycle directly into a new type of gameplay.","PeriodicalId":287965,"journal":{"name":"Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play","volume":"15 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":"129507293","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}