Proceedings of the 17th International Conference on the Foundations of Digital Games最新文献

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The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis Steam多人游戏全景(2018-2020):玩家评论分析
Simone Petrosino, Enrica Loria, Alexander Kainz, J. Pirker
{"title":"The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis","authors":"Simone Petrosino, Enrica Loria, Alexander Kainz, J. Pirker","doi":"10.1145/3555858.3555922","DOIUrl":"https://doi.org/10.1145/3555858.3555922","url":null,"abstract":"People approach video games for a multitude of reasons, such as connecting with others, escaping reality, or challenging their abilities. As a consequence, video games have reached an increasingly broader audience and their consumption was even more pronounced during the COVID-19 pandemic. Recent studies have shown how playing video games together improved the well-being of people during period of movement restriction and how video games were an important tool for connecting with physically distant people. However, little is known about how the relationships of people with video games have changed across the years. In order to answer this question, we collected data from the Steam platform and analyzed players’ opinions about multiplayer video games as stated in the respective reviews. The reviews analysis showed that players had played more and in addition their reviews had not been influenced by the difficulties of this significant moment. Their contribution, however, had been less relevant for the community when compared to the situation in the years before the pandemic. Finally, an increase in players choosing to play more casual and amusing games became evident.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117109250","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}
引用次数: 3
Zen Hanzi: A Game for Raising Hanzi Component Awareness 禅宗汉字:提高汉字成分意识的游戏
Oleksandra G. Keehl, Dominic Kao, Edward F. Melcer
{"title":"Zen Hanzi: A Game for Raising Hanzi Component Awareness","authors":"Oleksandra G. Keehl, Dominic Kao, Edward F. Melcer","doi":"10.1145/3555858.3555875","DOIUrl":"https://doi.org/10.1145/3555858.3555875","url":null,"abstract":"Mastering thousands of logographic characters, such as the Chinese hanzi or Japanese kanji, is a unique and daunting obstacle for many students of those languages. In this paper, we investigate the efficacy of our component-focused hanzi learning game, Zen Hanzi, in addressing this issue. Zen Hanzi aims to assist Chinese as Foreign Language (CFL) learners in getting over some of the trickier aspects of hanzi, such as differentiating between similar-looking components. We describe our experimental game and provide a comparison study where 63 participants learned 10 complex hanzi using either our game or Quizlet, a flashcard app frequently used in Chinese courses. Results found that both groups had similar improvement on the hanzi recognition test, but the treatment group showed significantly better scores on the hanzi composition test (p<0.004). Our work extends prior findings on the benefits of component awareness to beginner hanzi learners, as well as contributes a scalable design for component-focused logographic learning tools.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116147870","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}
引用次数: 0
Exploring the Influence of Demographic Factors on Progression and Playtime in Educational Games 探讨人口统计学因素对教育游戏进程和游戏时间的影响
A. Joshi, Christos Mousas, D. Harrell, Dominic Kao
{"title":"Exploring the Influence of Demographic Factors on Progression and Playtime in Educational Games","authors":"A. Joshi, Christos Mousas, D. Harrell, Dominic Kao","doi":"10.1145/3555858.3555873","DOIUrl":"https://doi.org/10.1145/3555858.3555873","url":null,"abstract":"Games are now ubiquitous, and educational games are becoming increasingly prevalent. Like other games, educational video games attract participants from different ethnicities and with different gender expressions. As such, educational game designers face a necessity to develop inclusive games. In this paper, we focus on inclusivity, diversity, and equity (DEI) issues by investigating if the computer programming game Mazzy benefited participants from broad demographic backgrounds. We highlight inclusive features present in Mazzy, and, focusing on the participants’ self-reported gender and race/ethnicity, reflect on their play experience and learning outcomes. We found evidence that the game supported learning outcomes and facilitated an engaging play experience for participants from diverse demographic backgrounds. We discuss challenges and implications for the broader literature.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"15 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133617038","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}
引用次数: 0
The Crypt of Notation: Rote Learning through Video Games For Adult Beginner Keyboard Learners 符号的地下室:通过电子游戏死记硬背的学习,为成人初学者键盘学习者
Jack D Brett, C. Gatzidis, Tom Davis, Panos Amelidis
{"title":"The Crypt of Notation: Rote Learning through Video Games For Adult Beginner Keyboard Learners","authors":"Jack D Brett, C. Gatzidis, Tom Davis, Panos Amelidis","doi":"10.1145/3555858.3563276","DOIUrl":"https://doi.org/10.1145/3555858.3563276","url":null,"abstract":"Playing music and partaking in learning to play an instrument, in this case keyboard, can be a highly rewarding but demanding experience. A key issue of adults that attempt to learn to play an instrument, again, in this case keyboard, is that a vast number of them will give up shortly after beginning their learning. Through both primary and secondary research we established that a core reason for this high number of adults dropping off is a lack of fundamental skills; skills which make the process of learning and playing more efficient, easy and enjoyable. This issue in conjunction with the lack of engaging methods of practicing these skills which require rote learning (copious amounts of repetition) led us to develop a novel solution in the form of a practice video game. We established, through multiple studies, that there was a place for such a solution, but it became apparent that there was a need to empirically measure whether this video game experience could improve or help acquire new skills just as well as a traditional or typical method within real-world contexts. In this paper, we present our novel prototype practice game. We will discuss the various stages and pitfalls of testing, design and development whilst also discussing the methodology of our upcoming longitudinal study. The study aims to measure the concepts of educational value and engagement in a real-world setting using adult beginner keyboard learners over an extended period of time, which is conducted at their own pace and within their own home environments.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124503909","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}
引用次数: 0
Hemonauts: Exploring In-Game Remediation for Health Literacy and STEM Learning Hemonauts:探索健康素养和STEM学习的游戏修复
Sarah Schoemann, Elaissa Hardy, Betsy Disalvo
{"title":"Hemonauts: Exploring In-Game Remediation for Health Literacy and STEM Learning","authors":"Sarah Schoemann, Elaissa Hardy, Betsy Disalvo","doi":"10.1145/3555858.3555893","DOIUrl":"https://doi.org/10.1145/3555858.3555893","url":null,"abstract":"Hemonauts is a digital game designed to increase STEM content knowledge and promote healthy lifestyle choices among children 9 – 14 years of age. The game provides engaging puzzle-based challenges staged in a world based on the physiology of the human body, depicting the workings of the circulatory system and two chronic diseases. This paper documents findings from a preliminary 10-week study of the game's impact on 199 school-aged students in the U.S. The study leveraged quantitative and qualitative data about game use and learning outcomes which demonstrated that Hemonauts is indeed an effective teaching tool. Furthermore, it revealed insights for the game design community about the cognitive load of learning remediation in games and ways that game mechanics can improve learning in educational play experiences, providing new perspectives on learning through game mechanics as metaphors.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121541909","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}
引用次数: 0
Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic 大型多人在线角色扮演游戏在COVID-19大流行期间促进社会福祉
Kristen Grinyer, Sara Czerwonka, Adrian Alvarez, Victoria McArthur, A. Girouard, Robert J. Teather
{"title":"Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic","authors":"Kristen Grinyer, Sara Czerwonka, Adrian Alvarez, Victoria McArthur, A. Girouard, Robert J. Teather","doi":"10.1145/3555858.3555871","DOIUrl":"https://doi.org/10.1145/3555858.3555871","url":null,"abstract":"Social isolation during the COVID-19 pandemic increased the popularity of online gaming; people used gaming as a coping mechanism to help relieve psychological distress while self-isolating. Massively Multiplayer Online Role-Playing Games (MMORPGs) in particular saw an increase in users through 2020. We present a study of the impact of established communities on social well-being within one MMORPG. We conducted an online survey (402 participants) in World of Warcraft-specific Discord and Reddit communities in March 2021. Our survey consisted of multiple choice and short answer questions to gauge how players’ perceived well-being was impacted by in-game relationships and interactions during the COVID-19 pandemic. Our qualitative thematic analysis indicated that World of Warcraft helped participants form valued, meaningful relationships with other players, gave them a sense of purpose, and alleviated negative feelings brought on by the COVID-19 pandemic. Based on these results, we describe the unique affordances of MMORPG platforms that support social connection, and provide design recommendations to MMORPG developers for facilitating positive social interactions.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121665883","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}
引用次数: 0
First Impressions Matter! IVR Haptic Feedback Effect on User Perception Towards Non-Player Characters. 第一印象很重要!IVR触觉反馈对用户对非玩家角色感知的影响。
Elena Dzardanova, Vlasios Kasapakis
{"title":"First Impressions Matter! IVR Haptic Feedback Effect on User Perception Towards Non-Player Characters.","authors":"Elena Dzardanova, Vlasios Kasapakis","doi":"10.1145/3555858.3555911","DOIUrl":"https://doi.org/10.1145/3555858.3555911","url":null,"abstract":"Feedback provided during Immersive Virtual Reality (IVR) experiences can be delivered through various modalities, such as auditory, visual, and haptic. Most VR systems support vibrotactile haptic feedback and, as several studies point, providing such feedback to users when they interact with Non-Player Characters (NPC) in IVR can have an impact on overall user experience, specifically emotional state, and Body Ownership Illusion. However, most studies regarding haptic feedback impact: (a) focus on users’ perception solely about themselves and do not examine the effect it may have on their perception about others, and (b) implement complex scenarios featuring multiple stimuli sources which may affect the overall users’ response. This work investigates the effect of vibrotactile haptic feedback on users' first impressions of NPCs and their surrounding space. Our evaluation results, provided by thirty (30) participants, showed that integrating vibrotactile haptic feedback for interactions with NPCs in IVR may positively affect users’ first impression of those and their surrounding space as well.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133247063","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}
引用次数: 0
Serious game design in practice: lessons learned from a corpus of games developed in an academic context 实践中的严肃游戏设计:从学术背景下开发的游戏语料库中学到的经验教训
N. Szilas
{"title":"Serious game design in practice: lessons learned from a corpus of games developed in an academic context","authors":"N. Szilas","doi":"10.1145/3555858.3563283","DOIUrl":"https://doi.org/10.1145/3555858.3563283","url":null,"abstract":"This article consists of a post-analysis of twenty-four learning games, developed by master students within a dedicated course, over a period of twelve years. From this longitudinal qualitative analysis of serious game development, we are able to identify critical factors that make these games successful or not. We have grouped these factors into three axes: project organization, game mechanics and graphics. The variety of games produced in this academic context opens the way toward a more systematic analysis of this corpus, aiming at producing useful guidelines to design better serious games in an efficient manner.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134304718","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}
引用次数: 0
miWFC - Designer Empowerment through mixed-initiative Wave Function Collapse miWFC -设计师授权通过混合主动波函数崩溃
Thijmen Langendam, Rafael Bidarra
{"title":"miWFC - Designer Empowerment through mixed-initiative Wave Function Collapse","authors":"Thijmen Langendam, Rafael Bidarra","doi":"10.1145/3555858.3563266","DOIUrl":"https://doi.org/10.1145/3555858.3563266","url":null,"abstract":"Wave Function Collapse (WFC) is a powerful generative algorithm, able to create locally-similar output based on a single example input. One of the inherent limitations of the original WFC is that it often requires users to understand its inner workings, and possibly make their own ad-hoc mods, to achieve satisfactory results. Besides distracting from your creative task, this strongly reduces the algorithm’s effective usefulness to a small group of technical users. We propose miWFC, a novel mixed-initiative approach to WFC aimed at overcoming these drawbacks. Its main focus is on providing intuitive control to its users, in a way that matches their usual creative workflow. Among its main features, this approach provides (i) interactive navigation through design history, including controlled backtracking, (ii) precise manual editing of the output for direct expression of design intent, and (iii) interactive manipulation of tile weights, to tweak the global appearance of the output. We evaluated a prototype implementation of our approach among game artists and other creative professionals, and concluded that its features were largely considered useful and supportive of their creative work.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114281172","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}
引用次数: 4
The Kerdroya Postmortem: Navigating the Labyrinth of Co-creative Design and Collective Vision 《Kerdroya事后剖析:探索共同创意设计和集体愿景的迷宫
J. Howard, Brian Mcdonald, T. Philips, T. Krzywinska, John A. Speakman, Douglas Brown, A. Mitchell, Alcwyn Parker
{"title":"The Kerdroya Postmortem: Navigating the Labyrinth of Co-creative Design and Collective Vision","authors":"J. Howard, Brian Mcdonald, T. Philips, T. Krzywinska, John A. Speakman, Douglas Brown, A. Mitchell, Alcwyn Parker","doi":"10.1145/3555858.3563277","DOIUrl":"https://doi.org/10.1145/3555858.3563277","url":null,"abstract":"In this paper, the authors explore the development process for Tregeagle's Kerdroya, an augmented reality app designed to immerse players in the exploration of a real physical labyrinth on Bodmin Moor. The authors discuss the lineage of this game in previous projects from Falmouth University and WAVE, contextualizing Kerdroya within a larger set of themes involving co-creation and educational game design. The authors further unpack Kerdroya's complex design and development process, situating it within the context of debates surrounding collaborative authorship, co-design, and co-creativity. The authors then explore the specific design and development process of Kerdroya with emphasis on the strengths and weaknesses associated with collaboratively developing an experimental app whose aesthetic sensibilities run counter to many of the assumptions of commercial apps regarding usability and polish. The authors conclude that the financial and time constraints of the process allowed them to make a virtue of necessity, finding opportunities for avant-garde creativity amid scarce resources and limited time.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117260909","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}
引用次数: 0
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