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

筛选
英文 中文
Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs in Kids-Oriented F2P Video Games 告知儿童隐私:针对儿童的免费电子游戏中适合年龄的信息设计的回顾和评估
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611036
Martin Sas, Maarten Denoo, Jan Tobias Mühlberg
{"title":"Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs in Kids-Oriented F2P Video Games","authors":"Martin Sas, Maarten Denoo, Jan Tobias Mühlberg","doi":"10.1145/3611036","DOIUrl":"https://doi.org/10.1145/3611036","url":null,"abstract":"With the rise of free-to-play (F2P) games, the profitability of video-gaming apps critically depends on the ability of developers to acquire, retain, and monetize large numbers of players. In this context, most game designers have no viable alternative than massively collecting players' personal data and monitoring their behavior to target them with personalized advertising and in-game purchases. Given the risks associated with such data practices, players, in particular children, need to be aware that a video game might compromise their privacy. Game designers should therefore ensure that players receive appropriate information about the data practices associated with their games. This might, however, be challenging, especially when the game is directed at children, given the complexity of privacy information and the limited literacy capacities of children and their parents. To answer game designers' need for comprehensive guidance regarding the communication of privacy information to children, we provide a survey of the age-appropriate information design strategies which been recommended by data protection authorities, children protection organizations and the relevant scientific literature. On this occasion, we also refer to illustrative examples of designs which can be considered good practices. Finally, by using an \"evaluation matrix\", we reviewed and assessed the implementation of those design strategies in nine F2P mobile games committed to following Google Play's Families Policies. Our findings show that, despite being child-oriented, the reviewed games largely fail at communicating privacy information in an age-appropriate way.","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":"135293860","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
Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames 提高虚拟现实游戏动机和表现的情感虚拟角色
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611063
Linda Graf, Sophie Abramowski, Felix Born, Maic Masuch
{"title":"Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames","authors":"Linda Graf, Sophie Abramowski, Felix Born, Maic Masuch","doi":"10.1145/3611063","DOIUrl":"https://doi.org/10.1145/3611063","url":null,"abstract":"Motivation and high effort in exergames are still open to optimization. In reality, coaches can stimulate athletes' engagement by infecting them with their emotions. However, whether these emotion-influencing effects also occur with virtual coaches remains unclear. In the present study, we measured the emotional state, motivation, and performance (punch speed) of 47 participants playing a VR exergame with an emotional (happy/angry) or neutral virtual coach. Results show that the happy and angry coach significantly affected the players' emotions. Furthermore, interacting with the emotional coaches leads to higher motivation, whereas the angry coach causes a reduction of feeling related. Also, we found a significant positive correlation between the increase in anger and punch speed. Our results show that adding an emotional component to virtual coaches into exergames is promising for increasing motivation and performance. This study highlights the positive effects of emotional virtual characters for improving VR exergames and, therefore, players' health.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"15 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":"135293961","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 Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment 从传统到基于游戏的气候变化学习:媒介比较实验
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611039
Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari
{"title":"From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment","authors":"Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari","doi":"10.1145/3611039","DOIUrl":"https://doi.org/10.1145/3611039","url":null,"abstract":"Widespread climate change engagement is needed to confront our current environmental crises, but it remains difficult to attain. Methods such as visualizations and experiential learning activities, including games and gamification, have been proposed to engage citizens beyond what generic and one-way information sharing can, but rigorous studies comparing the effects of game-based learning with traditional methods are rare. Therefore, this study investigates the effects of a serious game vs. control on learning outcomes related to climate change concepts. We conducted an experiment involving N=105 participants randomly assigned to two treatment groups (a desktop screen-based video game and an immersive VR version of the same game) and a control (a text with charts) and investigated the differences between pre- and post-intervention measures of knowledge. The results show that all three conditions had a large effect on learning, but there were no significant improvement differences between groups. Therefore, video games, either on desktop or virtual reality, may be as effective as more traditional instructional materials. Based on detailed observations of the questionnaire data, we also provide game design recommendations. Future studies could focus on specific features of learning and cognitive engagement and expand this experimental design to affect and behavior.","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":"135131693","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
Investigating Players’ Perceptions of Deceptive Design Practices within a 3D Gameplay Context 调查玩家在3D玩法背景下对欺骗性设计做法的看法
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611053
John King, Dan Fitton, Brendan Cassidy
{"title":"Investigating Players’ Perceptions of Deceptive Design Practices within a 3D Gameplay Context","authors":"John King, Dan Fitton, Brendan Cassidy","doi":"10.1145/3611053","DOIUrl":"https://doi.org/10.1145/3611053","url":null,"abstract":"Deceptive design practices have been identified and studied in games but, to date, there have been no substantial explorations of deceptive design practices within 3D environments typically found in PC games. These offer a new set of affordances for interacting with the player, and game developers may be able to utilize these in order to shape gameplay experiences. The goal of this work was to explore users’ perceptions of deceptive design present in a popular free-to-play 3D game. A survey was carried out with 259 adult respondents identifying and explaining instances of deceptive design within video clips of gameplay from a popular Roblox game. Thematic analysis of the responses revealed six new categories of deceptive design pattern within a 3D gameplay context: Predatory Monetization , Default to Purchase , UI Misdirection , Emotional Interpersonal Persuasion , Physical Placement , and Narrative Obligation . Through our work we hope to highlight the use of deceptive design both within current 3D games and future 3D gaming environments. This work is particularly important as 3D and VR gaming grow in popularity alongside game publishers increasingly moving towards “freemium” monetization models for income.","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":"135293852","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
My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games 我的心将继续:通过可视化VR游戏中异步玩家的心跳来暗中增加社交联系
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611057
Linda Hirsch, Florian Müller, Francesco Chiossi, Theodor Benga, Andreas Martin Butz
{"title":"My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games","authors":"Linda Hirsch, Florian Müller, Francesco Chiossi, Theodor Benga, Andreas Martin Butz","doi":"10.1145/3611057","DOIUrl":"https://doi.org/10.1145/3611057","url":null,"abstract":"Social games benefit from social connectedness between players because it improves the gaming experience and increases enjoyment. In virtual reality (VR), various approaches, such as avatars, are developed for multi-player games to increase social connectedness. However, these approaches are lacking in single-player games. To increase social connectedness in such games, our work explores the visualization of physiological data from asynchronous players, i.e., electrocardiogram (ECG). We identified two visualization dimensions, the number of players, and the visualization style, after a design workshop with experts (N=4) and explored them in a single-user virtual escape room game. We spatially and temporally integrated the visualizations and compared two times two visualizations against a baseline condition without visualization in a within-subject lab study (N=34). All but one visualization significantly increased participants’ feelings of social connectedness. Heart icons triggered the strongest feeling of connectedness, understanding, and perceived support in playing the game.","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":"135293859","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
“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games “与鸽子对话”:捕捉玩家在视角挑战游戏中的生活体验
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611051
Matthew Alexander Whitby, Ioanna Iacovides, Sebastian Deterding
{"title":"“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games","authors":"Matthew Alexander Whitby, Ioanna Iacovides, Sebastian Deterding","doi":"10.1145/3611051","DOIUrl":"https://doi.org/10.1145/3611051","url":null,"abstract":"Video games are increasingly designed to provoke reflection and challenge players’ perspectives. Yet we know little about how such perspective-challenging experiences come about in gameplay. In response, we used systematic self-observation diaries and micro-phenomenological interviews to capture players’ (n=15) lived experience of perspective challenges in purposely sampled games including Hatoful Boyfriend, The Stanley Parable, or Papers, Please. We found a sequence of trigger, reflection, and transformation constituting perspective-challenging experiences, matching Mezirow’s model of transformative learning. Most of these were game-related or ‘endo-game’, suggesting that medium self-reflection could be an overlooked part of everyday game reflection and appreciation. Reflections were accompanied by a wide range of emotions, including frequent epistemic emotions, and emotions could change drastically even during short gameplay experiences. Actual perspective change or transformation was rare. We construct a model of granular types of triggers, reflections, and transformations that can aid reflective game design.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"20 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":"135294162","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
Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games 为什么红色和绿色永远不会出现?探索色盲模拟作为创造色彩无障碍游戏的工具
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611026
Mateus Pinheiro, Windson Viana, Ticianne de Gois Ribeiro Darin
{"title":"Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games","authors":"Mateus Pinheiro, Windson Viana, Ticianne de Gois Ribeiro Darin","doi":"10.1145/3611026","DOIUrl":"https://doi.org/10.1145/3611026","url":null,"abstract":"Video games have become an important aspect of modern culture, especially with the widespread use of mobile devices. Thus, it is important that video games are accessible to all people, but colorblind players are still affected by the use of colors in game interfaces. Some challenges of developing chromatically accessible games are the limited availability of colorblind test subjects and the importance of identifying and considering accessibility threats even in the early stages of development. Thus, digital simulations emerge as possible tools to increase accessibility and awareness. In this paper, we conducted three empirical studies that seek to verify the relationship between the identification of color accessibility problems by people with typical color vision using simulations and people with color blindness, in the context of mobile games. Results indicate concrete uses in which color blindness simulations give advantages to developers with typical vision in identifying chromatic accessibility issues in their games. Additionally, we discuss different possibilities for incorporating simulation tools, accessibility guidelines, and colorblind user participation into a realistic game design life cycle. We also discuss how the incorporation of simulation tools could be beneficial to foment the discussion of accessibility in game design studios.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"85 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":"135294822","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
Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in China 让我们通过渠道一起玩:了解中国弹马库参与游戏玩家的做法和经验
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611059
Wang, Piaohong, Lu, Zhicong
{"title":"Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in China","authors":"Wang, Piaohong, Lu, Zhicong","doi":"10.1145/3611059","DOIUrl":"https://doi.org/10.1145/3611059","url":null,"abstract":"Live streaming is becoming increasingly popular in recent years, as most channels prioritize the delivery of engaging content to their viewers. Among various live streaming channels, Danmaku participation game (DPG) has emerged in China as a mixture of live streaming and online gaming, offering an immersive gaming experience to players. Although prior research has explored audience participation games (APGs) in North America and Europe, it primarily focuses on discussing prototypes and lacks observation of players in natural settings. Little is known about how players perceive DPGs and their player experience. To fill the research gap, we observed a series of DPG channels and conducted an interview-based study to gain insights into the practices and experiences of DPG players. Our work reveals that DPGs can effectively synergize live streaming and online games, amplifying both player engagement and a profound sense of accomplishment to players.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"3 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":"135131578","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 Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform 游戏化机制对自主学习平台AdventureLEARN用户体验的影响
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611062
Chek Tien Tan, Oran Zane Devilly, Sok Mui Lim, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, Lin Aung Htein
{"title":"The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform","authors":"Chek Tien Tan, Oran Zane Devilly, Sok Mui Lim, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, Lin Aung Htein","doi":"10.1145/3611062","DOIUrl":"https://doi.org/10.1145/3611062","url":null,"abstract":"Structured curriculum in domain-specific knowledge and personal development of graduate attributes are both important components of tertiary education. Prior gamification research in tertiary education has mostly evaluated gamification as a system and largely in structured curriculum-based learning environments. There is insufficient understanding as to how different gamification mechanics affect learning experiences in self-driven personal development areas outside of the structured curriculum. We present a study with 20 tertiary students over seven days with AdventureLEARN, a gamified online platform to engage students in a self-driven journey of continuous personal development alongside their curriculum work. Through an analysis of data collected from experience sampling and focus group discussions, we found that, amongst other findings, gamification mechanics that were meticulously contextualized to specific platform features afforded the most positive experiences across various dimensions, leading to our main insight highlighting the importance of maintaining a co-development process between individual gamification mechanics and platform features.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"27 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":"135293845","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
How Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustainable Food Apps 可持续食品应用游戏化程度如何?应用游戏设计启发法评估可持续食品应用
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611055
Diana Grüger, Julian Weiblen, Philip Weber, Thomas Ludwig
{"title":"How Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustainable Food Apps","authors":"Diana Grüger, Julian Weiblen, Philip Weber, Thomas Ludwig","doi":"10.1145/3611055","DOIUrl":"https://doi.org/10.1145/3611055","url":null,"abstract":"A large number of mobile apps support the sustainable use of food. These apps often use playful elements to enhance the user experience and promote their long-term use. However, we know little about which conceptual aspects of gamification and which gamified elements are actually used in the context of sustainable food apps. Therefore, in this paper, we analyse 76 mobile apps from the Google Play Store found with the term ‘sustainable food’ of which we analyse 27 apps in detail using the Gameful Design Heuristics. Our analysis uncovers a low average heuristics score and an unbalanced usage of subheuristics and heuristic categories. Additionally, gamification is unevenly distributed among food themes and sustainability categories. This study’s results contribute to the research on commercial gamified apps related to sustainability and food. Thus, this paper contributes to gamification design by identifying design opportunities that serve as interesting starting points for future work.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"1 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":"135293851","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信