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

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If at First You Don’t Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints 如果你一开始不成功:通过休息和检查点帮助玩家在游戏中取得进展
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611033
Colby Johanson, Brandon Piller, Carl Gutwin, Regan L. Mandryk
{"title":"If at First You Don’t Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints","authors":"Colby Johanson, Brandon Piller, Carl Gutwin, Regan L. Mandryk","doi":"10.1145/3611033","DOIUrl":"https://doi.org/10.1145/3611033","url":null,"abstract":"Developing skill and overcoming in-game challenges is of great interest to both players and game designers. Players can improve through repetition, but sometimes practice does not lead to improvement and progress stalls. It would be useful if designers could help players make progress without compromising their long-term skill development. We carried out a study to investigate how two techniques—checkpoints and breaks—affect in-game progress and player skill. Checkpoints allow multiple attempts at a challenge without having to repeat earlier sections; this aids progress, but could potentially hinder skill development. Second, breaks in gameplay have been shown to accelerate skill development, but their effectiveness is unknown when the breaks are integrated into the game's design. Our study evaluated the effects of game-integrated breaks and checkpoints on players' in-game progress (when the techniques were present) as well as two test sessions (with all techniques removed). Our results showed that both checkpoints and breaks aid progress (combining both had the largest effect) and that neither technique reduced performance in the transfer task, suggesting that skill development was not hindered. Our work provides evidence that checkpoints and breaks are valuable techniques that can assist both player progress and skill.","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":"135293853","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
ExpanStick: Augmenting Gamepad Thumbstick using Force at the Limit 扩展操纵杆:在极限上使用力来增加游戏手柄的操纵杆
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611042
Youngbo Aram Shim, Sangyoon Lee, HyeonBeom Yi, Geehyuk Lee
{"title":"ExpanStick: Augmenting Gamepad Thumbstick using Force at the Limit","authors":"Youngbo Aram Shim, Sangyoon Lee, HyeonBeom Yi, Geehyuk Lee","doi":"10.1145/3611042","DOIUrl":"https://doi.org/10.1145/3611042","url":null,"abstract":"We present ExpanStick, a novel thumbstick that augments video game interaction using the force that the user applies at the physical limit of the gamepad. Gamers frequently manipulate a thumbstick leaning on the limit, or physical boundary around it, either to apply maximum input or to secure physical support, which makes the contact force an easily accessible input channel. The ExpanStick preserves the form factor and usability of the thumbstick, while expanding its input space. We built the ExpanStick and inserted it in a commercial gamepad as a proof-of-concept prototype. Using the prototype, we conducted a design workshop with console gamers to design the ExpanStick game interaction. Through demonstration of the interactions, we found the early use experience with the ExpanStick is positive and well accepted by the game players.","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":"135294170","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 Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems 游戏化系统中用户行为与心流体验的关系
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611032
Wilk Oliveira, Juho Hamari, Seiji Isotani
{"title":"The Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems","authors":"Wilk Oliveira, Juho Hamari, Seiji Isotani","doi":"10.1145/3611032","DOIUrl":"https://doi.org/10.1145/3611032","url":null,"abstract":"Modeling users' experience in gameful systems is one of the main contemporary challenges in the field of human-computer interaction. One of the most desired and complex experiences to be identified is the flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience). Facing this challenge, we conducted a quantitative study (N = 313) based on structural equation modeling, aiming to model and predict the users' flow experience through their behavior (represented by performance-related, interaction with gamification, as well as the time they take in different actions) in the system. The main results indicate that i) gamification (i.e., doing well in points, badges, and leader-board) was positively related to users' experience of good challenge-skill balance, ii) whereas it was negatively related to users' concentration. Thirdly iii) user performance was positively related to users' concentration. However, overall, the results indicate that while associations between user behavior and flow experience could be established, there remains future work to be done to fully explain user flow experience while using a system. Our study contributes to the fields of human-computer interaction, gamification, and educational technologies, especially through insights related to modeling and predicting flow experiences in gameful systems through behavior data.","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":"135294824","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
A Quest?!: The Secret Life of Gameworld Punctuation 一个追求? !:游戏世界标点符号的秘密生活
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611040
Nicolas LaLone, Phoebe O. Toups Dugas, Michelle V. Cormier
{"title":"A Quest?!: The Secret Life of Gameworld Punctuation","authors":"Nicolas LaLone, Phoebe O. Toups Dugas, Michelle V. Cormier","doi":"10.1145/3611040","DOIUrl":"https://doi.org/10.1145/3611040","url":null,"abstract":"At times, the interfaces of videogames -- gameworlds -- contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their creation, yet remain undiscussed by designers. They are used as ways to promote curiosity, as objects, as ways to symbolize excitement, and as a prompt to react. Their varied history is deserving of attention, so we present a chronicle of two pieces of gameworld punctuation: ! and ?. We discuss current and past uses and identify more ways that these could be used in the future. These symbols may present a useful space of inquiry not only for games and games research, but more generally, in terms of the rapid communication of complex information.","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":"135293855","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 Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games 毒性循环:探讨多人在线竞技游戏中毒性行为中个性与玩家角色之间的关系
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611043
Bastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, Bjoern Niehaves
{"title":"The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games","authors":"Bastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, Bjoern Niehaves","doi":"10.1145/3611043","DOIUrl":"https://doi.org/10.1145/3611043","url":null,"abstract":"Toxic behavior remains a salient challenge for online gaming environments, such as multiplayer online battle arena video games (MOBAs). In this study, we sought to understand player roles and settings in which toxicity occurs using a mixed-methods approach. First, we conducted ethnographic observations and interviews with players of the most popular contemporary MOBA, League of Legends (Study 1). During the qualitative analysis three main themes emerged: (1) the fluidity of roles, (2) the subjectivity of the toxic experience, and (3) cascading effects and changing modalities of toxicity. Based on the themes, we formulated hypotheses regarding players’ experience with toxicity. To test these hypotheses, we gathered cross-sectional data from MOBA players (n = 216), which we analyzed with co-variance-based statistics (Study 2). Our quantitative findings showcase the complexity of toxicity as well as players’ ambivalence toward the topic. We found indicators of substantial influences of personality and a cycle of retaliation toxicity spread as victims retaliated against the perpetrator.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"65 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":"135293992","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 Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going 基于地理位置的游戏是如何激励玩家移动的
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611044
Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, Juho Hamari
{"title":"How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going","authors":"Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, Juho Hamari","doi":"10.1145/3611044","DOIUrl":"https://doi.org/10.1145/3611044","url":null,"abstract":"Location-based multiplayer games such as Pokémon GO are tied to real-world locations. Past research has demonstrated that, consequently, these games influence where players move. In order to explore what dynamics in these games incentivize travel to specific places or areas, we engaged in interviews with active players. We discovered 11 unique game dynamics, which could be positioned under three overarching themes: (1) the playing field, as determined by the placement of points of interest, the players' habitat and their surroundings; (2) the player communities and real life relationships, which motivated and directed the playing; and (3) coincidental motivational support, which highlighted how location-based games offer multi-layered motivation for players to travel to, and engage with, specific real-world locations. Our study contributes to the fields of gamified human mobility and human-nature interaction by elucidating how playful technologies can influence where and when people move.","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":"135294169","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
Using Everyday Objects as Props for Virtual Objects in First Person Augmented Reality Games: An Elicitation Study 在第一人称增强现实游戏中使用日常物品作为虚拟物品的道具:一项启发研究
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611052
Mac Greenslade, Adrian Clark, Stephan Lukosch
{"title":"Using Everyday Objects as Props for Virtual Objects in First Person Augmented Reality Games: An Elicitation Study","authors":"Mac Greenslade, Adrian Clark, Stephan Lukosch","doi":"10.1145/3611052","DOIUrl":"https://doi.org/10.1145/3611052","url":null,"abstract":"In this paper, we present an elicitation study which explores how people use common household objects as props to control virtual objects in augmented reality first-person perspective games. 24 participants were asked to select items from a range of common household objects to use as controllers for three different types of virtual object: a sword, shield, and crossbow. Participants completed short gameplay tasks using their selected items and rated the AR experience using the Augmented Reality Immersion (ARI) questionnaire. Results found no strong consensus linking any specific household object to any virtual object across our test group and, in addition, those who chose the most commonly selected object for each task did not have significantly higher scores on the ARI questionnaire compared to those who did not. A short post-experiment interview indicated a few key factors that were important to participants when selecting their household object, such as shape, size, grip feel and weight distribution. Based on our findings we recommend that developers provide the ability for users to choose which household objects to use as props based on the user's own preferences, and that they design intuitive ways for users to interact with virtual objects.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"53 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":"135294172","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 Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games 视角问题:为虚拟现实游戏设计沉浸式角色转换
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611023
Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, Frank Steinicke, Jens Krüger
{"title":"A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games","authors":"Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, Frank Steinicke, Jens Krüger","doi":"10.1145/3611023","DOIUrl":"https://doi.org/10.1145/3611023","url":null,"abstract":"Virtual reality (VR) games intensify storytelling experiences by letting players take the role of a character. However, in contrast to films, novels, or games, VR experiences often remain centered around one single character without using the potential of complex multiprotagonist plots. Our work engages in this critical topic by investigating the design of immersive and natural transitions between different characters. First, we conducted a scoping review to identify existing multiprotagonist VR games (N=18) and grouped their used transition techniques into four categories. Based on these findings and prior research, we designed two transition techniques (Static Map vs. Rebodying) and conducted a between-participants (N=36) study to explore their effect on user experience. Our results show that Rebodying outperforms Static Map regarding the perceived realism, acceptance, and spatial understanding of the character transitions. Both conditions do not differ significantly in terms of cybersickness. Finally, we provide future directions for developing, improving, and exploring of multiprotagonist transition techniques in VR games.","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":"135293846","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
Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with League of Legends 利用故事线可视化方法可视化游戏玩法的时空演变:以《英雄联盟》为例
Proceedings of the ACM on Human-Computer Interaction Pub Date : 2023-09-29 DOI: 10.1145/3611058
Günter Wallner, Letian Wang, Claire Dormann
{"title":"Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with League of Legends","authors":"Günter Wallner, Letian Wang, Claire Dormann","doi":"10.1145/3611058","DOIUrl":"https://doi.org/10.1145/3611058","url":null,"abstract":"Players increasingly adopt a data-driven approach to review and improve their gaming skills. In the wake of this, spatio-temporal visualizations gained popularity but remain challenging to design. Storyline visualizations are unique in the way they integrate time and location information into a single view to show how entity relationships develop over time. We adopt the storyline visualization technique to summarize gameplay for the purpose of post-play review. We demonstrate the method by applying it to League of Legends matches and evaluated it with 39 players of the game in a task-based online study using the triad framework for spatio-temporal queries by Peuquet. Results indicate that players responded positively to the approach and could, by and large, solve tasks well but that time-based tasks proved most challenging and least efficient to solve. Based on our findings, we reflect on possibilities for enhancing the design of storyline visualizations for game-related data analysis.","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":"135293854","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
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