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

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A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena 用魔法竞技场比较战利品箱和收集卡牌游戏
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611047
Topias Mattinen, Joseph Macey, Juho Hamari
{"title":"A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena","authors":"Topias Mattinen, Joseph Macey, Juho Hamari","doi":"10.1145/3611047","DOIUrl":"https://doi.org/10.1145/3611047","url":null,"abstract":"The convergence of gaming and gambling, known as \"gamblification\", has been a topic of increasing interest in recent years. Loot boxes, i.e., rewards offering randomized content in exchange for money or time, have been a particular focal point. Research has shown links between excessive loot box consumption and problematic consumption behaviors, leading to several attempts to regulate loot boxes. Arguments against regulation have been that loot boxes are conceptually and structurally akin to other unregulated game formats, such as collectible card games. However, this discourse is often without deeper analysis of the mechanics of different products at the center of convergence. Therefore, to add to this knowledge, this article examines the similarities and differences between booster packs in Magic Arena, their physical counterparts in Magic: The Gathering, and loot boxes included in digital games. Particular attention is paid to the ways in which these booster packs compare to loot boxes in terms of consumption patterns, visual appearance, contextual factors, and regulation. Analysis reveals that digital booster packs in Magic Arena differ from both loot boxes and physical card packs, both due to their direct impact on gameplay, and their unique features afforded by the digital environment in which they exist.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"16 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":"135293861","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 Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games “我只是想把它做完”:电子游戏中心理需求受挫的基础理论
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611028
Nick Ballou, Sebastian Deterding
{"title":"‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games","authors":"Nick Ballou, Sebastian Deterding","doi":"10.1145/3611028","DOIUrl":"https://doi.org/10.1145/3611028","url":null,"abstract":"Psychological need frustration—experiences like failure, loneliness, or coercion—is emerging as a promising explanation for why people disengage with games and other entertainment media, and how media may induce dysregulated use and ill-being. However, existing research on game-related need frustration relies on general instruments with unclear content validity for games. We also do not know how need frustration arises in video games, nor how it leads to disengagement. We therefore conducted a semi-structured interview study with 12 video game players, following grounded theory methods to develop a model of need-frustrating play. We find that need frustration is a common and impactful experience in games, with distinct antecedents not fully captured in existing measures. Felt need frustration arises when observed need-frustrating events negatively violate expected need frustration or satisfaction; repeated violations update players’ expectations, which lead them to modulate or quit play to reduce expected frustration exposure.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"57 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":"135293987","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
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time 游戏化用户类型的一致性:偏好随时间变化的研究
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611068
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani
{"title":"The Consistency of Gamification User Types: A Study on the Change of Preferences over Time","authors":"Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani","doi":"10.1145/3611068","DOIUrl":"https://doi.org/10.1145/3611068","url":null,"abstract":"In recent decades, several studies have suggested and validated user models (e.g., Bartle, and Hexad) to represent different user profiles in games and gamified environments. However, when applying these user models in practice (e.g., to personalize gamification), several studies reported contradictory outcomes. Recently, some studies outlined that one of the possible explanations for these contradictory findings is that people can present changes in their user profiles over time. In this study (N = 118), we present an analysis of the consistency of gamification user orientations after six months of the initial identification, by analyzing the association between user orientations in the first and second data collection. Overall, our results corroborate prior research demonstrating that user orientations can not be considered stable over time and also that the strongest tendency of the users might not be sufficient to determine how users change. Furthermore, we were able to identify that some user orientations can be more stable than others and model some relationships between their profiles after six months. Based on the results, we indicate a research agenda that can further the knowledge about the topic, as well as indicate a set of suggestions on how to model user profiles based on our results.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"69 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":"135294161","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
Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective 成长中的脑瘫与游戏:发展任务视角下脑瘫青少年玩家及其家庭无障碍游戏体验案例研究
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611038
Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh
{"title":"Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective","authors":"Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh","doi":"10.1145/3611038","DOIUrl":"https://doi.org/10.1145/3611038","url":null,"abstract":"Understanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players’ lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13–25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games’ roles changed according to their life stages: “Establishing Healthy Self in Family”, “Navigating Peer Culture”, and “Preparing Adult Life”. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP.","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":"135293857","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
BlueVR: Design and Evaluation of a Virtual Reality Serious Game for Promoting Understanding towards People with Color Vision Deficiency BlueVR:一款促进色觉障碍者理解的虚拟现实严肃游戏的设计与评估
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611031
Ruoxin You, Yihao Zhou, Weicheng Zheng, Yiran Zuo, Mayra Donaji Barrera Machuca, Xin Tong
{"title":"BlueVR: Design and Evaluation of a Virtual Reality Serious Game for Promoting Understanding towards People with Color Vision Deficiency","authors":"Ruoxin You, Yihao Zhou, Weicheng Zheng, Yiran Zuo, Mayra Donaji Barrera Machuca, Xin Tong","doi":"10.1145/3611031","DOIUrl":"https://doi.org/10.1145/3611031","url":null,"abstract":"People with color vision deficiency (CVD) often encounter color-related challenges in their daily life, which are difficult for those with non-CVD to comprehend fully. Therefore, we designed a Virtual Reality (VR) serious game, BlueVR , to simulate challenging scenarios encountered by people with CVD and facilitate understanding from people with non-CVD. We conducted an empirical study with thirty participants with non-CVD and six participants with CVD to evaluate the opportunities and challenges of BlueVR . Our findings suggest that BlueVR increased people with non-CVD’s understanding, awareness, and perspective-taking abilities towards people with CVD. Moreover, interviews with participants with CVD revealed that BlueVR accurately depicts their real-life discomforts and meets their expectations to improve potential social awareness. This research contributes valuable insights into the mechanisms underlying the effectiveness of VR serious games in promoting understanding and design implications for future game development.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"61 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":"135294167","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
Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System Fluito:通过扩展的现实浮箱系统来理解有趣的水体验设计
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611056
Maria F. Montoya, YuYang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Sarah Jane Pell, Florian ‘Floyd’ Mueller
{"title":"Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System","authors":"Maria F. Montoya, YuYang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Sarah Jane Pell, Florian ‘Floyd’ Mueller","doi":"10.1145/3611056","DOIUrl":"https://doi.org/10.1145/3611056","url":null,"abstract":"Water's pleasant nature and associated health benefits have captivated the interest of HCI researchers. Prior WaterHCI work mainly focused on advancing instrumental applications, such as improving swimming performance, and less on designing systems that support interacting with technology in water in more playful contexts. In this regard, we propose floatation tanks as research vehicles to investigate the design of playful interactive water experiences. Employing somaesthetic design, we developed a playful extended reality floatation tank experience: \"Fluito\". We conducted a 13-participant study to understand how specific design features amplified participants' water experiences. We used a postphenomenological lens to articulate eight strategies useful for designers aiming to develop digital playful experiences in water, such as designing to call attention to the water and designing to encourage breathing and body awareness in water experiences. Ultimately, we hope that our work supports people to be playful and benefit from the many advantages of being in water.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"2 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":"135293985","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
From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers 从点到进程:游戏化研究中游戏元素的范围回顾(含280篇研究论文的内容分析)
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611048
Stuart Hallifax, Maximilian Altmeyer, Kristina Kölln, Maria Rauschenberger, Lennart E. Nacke
{"title":"From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers","authors":"Stuart Hallifax, Maximilian Altmeyer, Kristina Kölln, Maria Rauschenberger, Lennart E. Nacke","doi":"10.1145/3611048","DOIUrl":"https://doi.org/10.1145/3611048","url":null,"abstract":"We lack a shared and detailed understanding in gamification of what game elements are. To address this, we provide a scoping review of the last five years of gamification research, focusing primarily on how game elements have been applied and characterized. We retrieved the definitions of game elements from 280 research papers, conducted a content analysis, and identified their features. On the basis of this information, we provide responses regarding the frequently cited game elements, whether they are consistently characterized in the literature, and the frequently stated features of these elements. Our research has identified 15 game elements in the literature, with points, badges, and leaderboards being the most prevalent. As a first step toward clear definitions, we suggest a set of properties to characterize these game elements. The results of our review contribute to the formation of a consensus among gamification scholars about the application and definition of game elements.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"19 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":"135293989","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 Hand Representation on Experience and Performance for 3D Interactions in Virtual Reality Games 手部表征对虚拟现实游戏中3D交互体验和表现的影响
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611066
Nicholas Balcomb, Max V. Birk, Scott Bateman
{"title":"The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual Reality Games","authors":"Nicholas Balcomb, Max V. Birk, Scott Bateman","doi":"10.1145/3611066","DOIUrl":"https://doi.org/10.1145/3611066","url":null,"abstract":"In Virtual Reality (VR), natural 3D interactions are performed with hand representations - the visualizations and interactors used for manipulating objects. Hand representations in VR games range from abstract shapes, to graphical versions of input controllers, to realistic human-like hands. Hand representations have been shown to have an important effect on play experience and performance. However, previous work has only considered them for individual 3D interactions or an entire game, giving designers little information about how a representation might perform and be experienced across different 3D interactions (like picking up and rotating objects, or opening a container). In this work, we compare three hand representations across 12 different 3D interactions and in a longer game experience in a study of 45 participants. We find that while representation did not affect performance, representations were overall experienced differently across 3D interactions. Our work provides a deeper understanding for VR game designers about how hand representations can be used to shape play experiences.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"69 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":"135293847","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
Objective Difficulty-Skill Balance Impacts Perceived Balance but Not Behaviour: A Test of Flow and Self-Determination Theory Predictions 客观难度-技能平衡影响感知平衡,但不影响行为:心流理论和自我决定理论预测的检验
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611065
Sebastian Deterding, Joe Cutting
{"title":"Objective Difficulty-Skill Balance Impacts Perceived Balance but Not Behaviour: A Test of Flow and Self-Determination Theory Predictions","authors":"Sebastian Deterding, Joe Cutting","doi":"10.1145/3611065","DOIUrl":"https://doi.org/10.1145/3611065","url":null,"abstract":"Flow and self-determination theory predict that game difficulty in balance with player skill maximises enjoyment and engagement, mediated by attentive absorption or competence. Yet recent evidence and methodological concerns are challenging this view, and key theoretical predictions have remained untested, importantly which objective difficulty-skill ratio is perceived as most balanced. To test these, we ran a preregistered study (n=309) using a Go-like 2-player game with an AI opponent, randomly assigning players to one of three objective difficulty-skill ratios (AI plays to win, draw, or lose) over five matches. The AI successfully manipulated objective balance, with the draw condition perceived as most balanced. However, balance did not impact play behaviour, nor did we find the predicted uniform 'inverted-U' between balance and positive play experiences. Importantly, we found both theories too underspecified to severely test. We conclude that balance and competence likely matter less for behavioural engagement than commonly held. We propose alternative factors such as player appraisals, novelty, and progress, and debate the value and challenges of theory-testing work in games HCI.","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":"135293848","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 Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes Generation 不和谐的美学:利用声音和图像生成动态声景
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611045
Mário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, Elisa Rubegni
{"title":"The Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes Generation","authors":"Mário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, Elisa Rubegni","doi":"10.1145/3611045","DOIUrl":"https://doi.org/10.1145/3611045","url":null,"abstract":"This work presents an autonomous approach that explores the dynamic generation of relaxing soundscapes for games and artistic installations. Differently from past works, this system can generate music and images simultaneously, preserving human intent and coherency. We present our algorithm for the generation of audiovisual instances and also a system based on this approach, verifying the quality of the outcomes it can produce in light of current approaches for the generation of images and music. We also instigate the discussion around the new paradigm in arts, where the creative process is delegated to autonomous systems, with limited human participation. Our user study (N=74) shows that our approach overcomes current deep learning models in terms of quality, being recognized as human production, as if the outcome were being generated out of an endless musical improvisation performance.","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":"135293850","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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