Proceedings of the ACM on Human-Computer Interaction最新文献

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Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games 如何在定位游戏中为残障玩家提供更大的包容性和易用性
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611046
Maximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi
{"title":"Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games","authors":"Maximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi","doi":"10.1145/3611046","DOIUrl":"https://doi.org/10.1145/3611046","url":null,"abstract":"Most research on Location-Based Games (LBGs) has been conducted on non-disabled players, meaning the experiences of disabled players are not well understood and potentially overlooked. As such, this research aimed to address the following questions: 1). What are the barriers and needs of disabled LBGs players? 2). How can LBGs be made more inclusive and accessible? To address these questions, two studies were conducted in the form of an online qualitative questionnaire and a series of co-design workshops. Results articulate the needs, barriers, and desired features of 60 participants. Based on our findings and through the collaborative work with disabled players we articulate 4 guidelines for game designers and developers aimed at improving the accessibility of LBGs: 1) Adding avatar features that better represent disabled characteristics, 2). Providing different input options for phone interactions, 3) Allowing for disabled specific accounts and 4) Introducing a messenger feature to LBGs.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294820","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
Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance 玩情绪:对电子竞技表现中的情绪和情绪调节的系统回顾
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611041
Nicole A. Beres, Madison Klarkowski, Regan L. Mandryk
{"title":"Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance","authors":"Nicole A. Beres, Madison Klarkowski, Regan L. Mandryk","doi":"10.1145/3611041","DOIUrl":"https://doi.org/10.1145/3611041","url":null,"abstract":"The massive growth of esports has vitalized the need to study human performance in competitive video gaming. The pressure of competitive play elicits a range of emotional experiences, which can affect players during and beyond a gaming session. In this work, we review the state of the literature concerning the role emotions play in esports performance as well as highlight coping strategies players use to regulate emotions during competitive play. We review the findings of N=32 peer-reviewed articles pertaining to emotions and esports, finding that the emotional experiences elicited by competitive play affect esports performance. In response, players attempt to regulate their emotions to maintain performance; however, efforts to do so vary, as they currently lack effective coping strategies. Lastly, we review the potential of technical interventions in esports training for improving emotion regulation among players. Our findings support knowledge development in esports, and present avenues towards promoting the emotional wellbeing of competitive gamers.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294823","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
A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation 电子游戏研究中启发式的范围回顾:定义、发展、应用和操作化
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611035
Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani
{"title":"A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation","authors":"Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani","doi":"10.1145/3611035","DOIUrl":"https://doi.org/10.1145/3611035","url":null,"abstract":"Heuristics present a cheap and effective way of evaluating usability. However, in video games, evaluating unique player experiences that are dependent on individual preferences and abilities presents a challenge that goes beyond usability. Video games are more than just functional software, so games heuristics have been adapted to help examine functionality and experience. This paper reports on how papers published in the ACM Digital Library between 2012 and 2022 develop and apply heuristics in video games research. We found that heuristics are often used outside their intended purpose of being used in an expert evaluation. Instead, they are used as survey instruments, interview guides, codes for thematic analysis, and as design guidelines. This research contributes to HCI and video games research by distinguishing the terms design guidelines and design principles from heuristics. We make recommendations for researchers around developing heuristics and conducting video game heuristic evaluations. We propose a method for operationalising heuristics and make recommendations for the implementation of heuristics to improve the quality of video game heuristic reviews.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294827","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
Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play 自制混合游戏的经验教训:设计远距离混合数字桌游
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611022
Lucy A. Sparrow, Melissa J. Rogerson
{"title":"Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play","authors":"Lucy A. Sparrow, Melissa J. Rogerson","doi":"10.1145/3611022","DOIUrl":"https://doi.org/10.1145/3611022","url":null,"abstract":"In 2020–2021, under the restrictions associated with the COVID-19 pandemic, boardgame players around the world sought out ways to play physical boardgames with each other despite being physically apart. Their creative appropriations of digital technologies and physical tools to allow for hybrid distanced play demonstrate not only the resilience of boardgaming as a hobby, but also provide important insights into the design of novel distanced hybrid digital boardgames (DHDBs). Through a survey of over 1300 respondents, this paper explores the ways distanced players engaged in homebrew practices to make physical boardgame play possible. Through reflexive thematic analysis, we identify three themes that reflect the practical issues players grappled with, including game choice, game mode or setup, and technical implementation. Reflecting on the challenges and opportunities associated with these issues, we consider their implications for DHDB design more generally. In doing so, we present the DHYE (Distanced Hybrid plaY Experience) framework, a practical set of design considerations that emphasises an understanding of distance not simply as an obstacle to enjoyable boardgame play but as an inspiration for novel and meaningful design.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293960","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
Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality 移动的瓷砖:研究基于瓷砖的虚拟现实运动
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611060
Jana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, Enrico Rukzio
{"title":"Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality","authors":"Jana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, Enrico Rukzio","doi":"10.1145/3611060","DOIUrl":"https://doi.org/10.1145/3611060","url":null,"abstract":"Tile-based locomotion (TBL) is a popular locomotion technique for computer, console, and board games. However, despite its simplicity and unconventional movement, the transfer of TBL to virtual reality (VR) as a game platform remains unexplored. To fill this gap, we introduce TBL for VR on the example of two techniques: a controller and a feet-based one. In a first user study, we evaluated the usability and acceptance of the techniques compared to teleportation and touchpad locomotion. In a second exploratory user study, we evaluated the user experience of both TBL techniques in a maze and a museum scenario. The findings show that both techniques provide enjoyment and acceptable usability by creating either a relaxing (controller-based) or a physically active (feet-based) solution. Finally, our results highlight that TBL techniques work particularly well for small, constrained spaces that allow users to focus on exploring details in the nearby environment (important for games) in contrast to large open spaces that require faster locomotion, like teleportation.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293957","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
Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots 肌肉电刺激训练FPS游戏玩家射击时机的方法
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611067
Shuo Zhou, Norihisa Segawa
{"title":"Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots","authors":"Shuo Zhou, Norihisa Segawa","doi":"10.1145/3611067","DOIUrl":"https://doi.org/10.1145/3611067","url":null,"abstract":"In first-person shooter (FPS) games, players often need to calculate the timing of their shots for moving targets in advance based on the speed and relative position of those targets. For most players, the accurate timing of shots requires extended gaming experience and training. Unlike professional players, hobby players have less time to compete and train, do not receive professional game guidance, and cannot afford expensive gaming devices. According to previous studies, wearable devices with electrical stimulation can effectively control the muscles with rapid reactions. Here, we provide a method for training the timing of gaming shooters using electrical muscle stimulation (EMS). We believe that training with EMS is feasible and effective, allowing players to quickly learn and improve their gaming experience. To test the feasibility and effectiveness of our approach, we first tested the player's reaction time when using the EMS device to ensure that it did not have a negative impact on the player. Participants were then trained in a custom FPS game with three methods: EMS, non-EMS and EMS-only. The results showed a more significant increase in the average hit rate of EMS-trained participants compared to those trained using the other two methods. Thus, our study shows the possibility of using EMS devices as a training medium for a custom FPS game.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293962","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
“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in Destiny “守护者所做的一切都是规范”:玩家对《命运》中规范的理解
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611029
Bjarke Alexander Larsen, Elin Carstensdottir
{"title":"“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in Destiny","authors":"Bjarke Alexander Larsen, Elin Carstensdottir","doi":"10.1145/3611029","DOIUrl":"https://doi.org/10.1145/3611029","url":null,"abstract":"The narrative experience of perennial games---ongoing, live games---revolves around the community that plays it. These games serve a fractured form of storytelling, which leaves it to the community to determine what counts as part of the story; or what is considered “canon”. What is canon is a question of who and what the story is allowed to be about, and what is allowed to be in it. Therefore, it is important to understand how players of perennial games understand what is canon and what is not. This paper presents a mixed methods study of an online survey (N=118) and interviews (N=15) of players of the game Destiny 2, with the goal of understanding what events players consider canon and why. The findings indicate that while authorship and conventional game story elements are considered canon, there is still disagreement, especially as the storytelling methods become non-conventional. Players can provide nuanced viewpoints on why an event is or is not canon, and they do not always agree. These results can help designers understand how their decisions influence the community discussions of canonicity, and how properties of their game can help create experiences that lets players see themselves in the work.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294163","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
“I’m the leader and I’m going to save the world”: Characterizing Empowering and Disempowering Game Experiences “我是领导者,我将拯救世界”:描述授权和削弱授权的游戏体验
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611071
Jan B. Vornhagen, Dan Bennett, Dooley Murphy, Elisa D. Mekler
{"title":"“I’m the leader and I’m going to save the world”: Characterizing Empowering and Disempowering Game Experiences","authors":"Jan B. Vornhagen, Dan Bennett, Dooley Murphy, Elisa D. Mekler","doi":"10.1145/3611071","DOIUrl":"https://doi.org/10.1145/3611071","url":null,"abstract":"Empowering people through technology is a core concern of HCI, yet little is known about how players experience empowerment or disempowerment through videogames. We surveyed 250 participants about their dis-/empowering videogame experiences, investigating why they felt dis-/empowered, and how these experiences related to core player experience constructs including emotion and basic needs satisfaction. While empowering experiences were often positive, and disempowering experiences often negative, we found meaningful exceptions to this, and a surprising complexity in player accounts. We capture this diversity in seven themes. These range from ”heroic victories” which follow long periods of failure, to positive experiences of disempowerment, which were appreciated for their narrative meaning. By articulating these complex experiences, and relating them to quantitative measures we provide a foundation for understanding of the role of dis-/empowerment in player experience, and highlight avenues for future work. Data and analyses are available at https://osf.io/zhtu8/","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294819","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 Effects of Latency and In-Game Perspective on Player Performance and Game Experience 延迟和游戏视角对玩家表现和游戏体验的影响
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611070
David Halbhuber, Philipp Schauhuber, Valentin Schwind, Niels Henze
{"title":"The Effects of Latency and In-Game Perspective on Player Performance and Game Experience","authors":"David Halbhuber, Philipp Schauhuber, Valentin Schwind, Niels Henze","doi":"10.1145/3611070","DOIUrl":"https://doi.org/10.1145/3611070","url":null,"abstract":"Previous work shows that high latency, a prolonged delay between player in- and system output, negatively affects player experience and performance. However, previous work also comes to contrary conclusions about how the in-game perspective alters the latency sensitivity of video games. Currently, it is unclear if the in-game perspective independently modulates latency's effects. To investigate how a game's in-game perspective interacts with latency, we developed a shooting game incorporating three perspectives (First-Person-, Third-Person-, and Bird's-Eye-View). In a study, participants (N = 36) played with two levels of latency (low and high) and the three perspectives. We show that latency reduces performance and experience, independent of the perspective. Moreover, Bayesian analysis suggests that the in-game perspective does not interact with latency and does not affects performance or experience. We conclude that more robust means to categorize latency sensitivity of video games than the in-game perspective are required.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294821","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: 1
"Enjoy, but Moderately!": Designing a Social Companion Robot for Social Engagement and Behavior Moderation in Solitary Drinking Context “尽情享受,但要适度!”设计一个社交同伴机器人,用于单独饮酒环境下的社交参与和行为调节
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-28 DOI: 10.1145/3610028
Yugyeong Jung, Gyuwon Jung, Sooyeon Jeong, Chaewon Kim, Woontack Woo, Hwajung Hong, Uichin Lee
{"title":"\"Enjoy, but Moderately!\": Designing a Social Companion Robot for Social Engagement and Behavior Moderation in Solitary Drinking Context","authors":"Yugyeong Jung, Gyuwon Jung, Sooyeon Jeong, Chaewon Kim, Woontack Woo, Hwajung Hong, Uichin Lee","doi":"10.1145/3610028","DOIUrl":"https://doi.org/10.1145/3610028","url":null,"abstract":"Socially assistive robots can support people in making behavior changes by socially engaging in or moderating certain behaviors, such as physical exercise and snacking. However, there has not been much work on designing social robots that aim to support both social engagement and behavior moderation, i.e., offering social interactions for engaging in behaviors without over-engagement. This work explores how social robots can moderate alcohol consumption while socially engaging them in a solitary drinking context. As alcohol consumption can have benefits when done in moderation, this companion robot aims to guide the user toward moderate drinking by using social engagement (i.e., creating an enjoyable atmosphere) and drinking moderation (i.e., regulating the drinking pace). Our preliminary user study (n=20) reveals that the robot is perceived as a friendly companion, and its human-likeness is partly attributed to the robot's intervention. Most participants followed the robot's guidance and perceived it as an intelligent friend due to its social interactions and behavior tracking features. We discuss the benefit of physical interactions for social engagement, utilizing interaction rituals for enjoyable but moderate commensality, and ethical considerations in solitary drinking contexts.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135343448","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: 1
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