Pejman Mirza-Babaei, R. Robinson, R. Mandryk, J. Pirker, Carissa Kang, Andrea Fletcher
{"title":"Games and the Metaverse","authors":"Pejman Mirza-Babaei, R. Robinson, R. Mandryk, J. Pirker, Carissa Kang, Andrea Fletcher","doi":"10.1145/3505270.3558355","DOIUrl":"https://doi.org/10.1145/3505270.3558355","url":null,"abstract":"The metaverse has become a topic of interest in both industry and academic settings. Research and development that focus on the ‘metaverse’ explore the immersive future of the internet, where distributed people from around the world can connect through virtual social environments. Unsurprisingly, the term has gained traction in the digital gaming realm as many related games and play research topics directly contribute to the metaverse. We propose to host a panel at CHI PLAY 2022 which will facilitate discussion amongst researchers in the field regarding the current landscape of the metaverse in game research, and opportunities and challenges to propel the future evolution of research in this area.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"225 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115004690","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}
{"title":"Fear Inducing Play in an AR Escape Room with Human and Robotic NPCs","authors":"Peter Madsen, Henning Pohl, T. Merritt","doi":"10.1145/3505270.3558317","DOIUrl":"https://doi.org/10.1145/3505270.3558317","url":null,"abstract":"While the horror genre has been a staple in computer games on consoles and personal computers, there are surprisingly few examples of Augmented Reality (AR) horror games. Considering that AR experiences are valued for taking advantage of the physical environment to situate the experience and increase the sense of realism and immersion, there are surprisingly few examples of research that have examined factors that contribute to player experiences in horror games. We developed an AR horror experience in which players need to enter an escape room, solve puzzles and retrieve a teddy bear under the threat of being captured by an enemy NPC. We conducted a study in which players completed the task twice, once facing the enemy NPC in the form of a human-like janitor and another with a robot. Most players rated the human-like enemy as more intimidating than the robot. Players provided various explanations for game elements that contributed to their sense of fear and intimidation including the sound, relatability of the enemy, and scary atmosphere.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"305 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115617827","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}
{"title":"Understanding Emotional Experience in Video Games: A Psychophysiological Investigation","authors":"Yufei Cao","doi":"10.1145/3505270.3558370","DOIUrl":"https://doi.org/10.1145/3505270.3558370","url":null,"abstract":"Players’ affective states during gameplay are hard to assess and distinguish due to the highly dynamic and uncertain nature of video games. While understanding the player's emotional experience is important for game design and gamified applications, the relationship between player emotion and game experience remains unknown. This project focuses on the identification of players’ dynamic affective states using sensing technology and the assessment of the interconnectedness between player characteristics, emotional experience, and game experience. In particular, this study investigates the effectiveness of using eye-tracking and other physiological signals to recognize players’ emotions triggered by different game events and the impact of individual differences on their emotional experiences. Combining objective physiological sensing technology with the investigation of individual characteristics, the outcomes of this research are expected to help better understand the complex player emotions in games and their link with player experience.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127492862","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}
{"title":"GamiDOC: A Tool for Designing and Evaluating Gamified Solutions","authors":"Simone Bassanelli, A. Bucchiarone","doi":"10.1145/3505270.3558345","DOIUrl":"https://doi.org/10.1145/3505270.3558345","url":null,"abstract":"Gamified solutions provide similar experiences and motivations as games do; in recent years, they have been increasingly used to motivate and engage users in several domains. Despite their wide use, the results after the use of gamified solutions are not always as good as expected. This can be due to several factors: there isn’t a standard procedure for gamification design, there’s a lack of methodological rigor and control over the data collection and data analysis. In this work, we present GamiDOC, a web-based solution to support designers during the software design, development and analysis through the use of a gamification design model and its review, a methods design control, an aid in the code generation, and an exhaustive list of standardized UX questionnaire according to the context of use.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124940550","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}
Barbara Göbl, Suzana Jovicic, Natalie Denk, Simon Wimmer, Simone Kriglstein
{"title":"More Than Just Gameplay: Making a Case for “Let’s Plays” in Education","authors":"Barbara Göbl, Suzana Jovicic, Natalie Denk, Simon Wimmer, Simone Kriglstein","doi":"10.1145/3505270.3558327","DOIUrl":"https://doi.org/10.1145/3505270.3558327","url":null,"abstract":"In the following paper, we discuss the use of Let’s Play video production in formal educational settings. We outline previous findings regarding the diverse skill set addressed by actively creating Let’s Plays and discuss the methodology of StreamIT!, a project aiming to create teaching concepts and materials in order to playfully foster collaboration, digital literacy, communicative and creative skills in the classroom and inspire interest in technology. We outline our workshop procedure and discuss how Let’s Play video production may accommodate constructionist learning approaches. Finally, we present a first implementation of the playful workshop concept in two sessions in a fourth grade class in primary school. While the workshop was well received by students, some remaining practical hurdles are identified and addressed.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"214 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123263881","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}
{"title":"Because the Night - Immersive Theatre for Digital Audiences:: Mapping the affordances of immersive theatre to digital interactions using game engines","authors":"Gerard T. Mulvany","doi":"10.1145/3505270.3558374","DOIUrl":"https://doi.org/10.1145/3505270.3558374","url":null,"abstract":"Immersive theatre is a highly interactive format that raises the audience's agency over their experience, and, depending on their actions, provides each member with their own understanding of the overarching narrative that developed based on the spatial path they undertook. This theatre format challenges traditional theatre digitisation techniques as current archiving and reproduction methods cannot authentically replicate the affordances (or ‘actions possible’) that audiences have in the original performance. Theatres need to explore new methods of digitisation and archiving, to preserve past experiences and cater to an audience who will access content digitally. This report documents the design decisions and their impact for the interactive prototype digitisation and archival of the 2021 immersive-theatre production “Because the Night” for a digital audience. This interactive digital archive utilises game design and game engine technology to map and transfer the affordances of audiences from the original immersive theatre play to a digital platform, leveraging the game engine's innate affordances, including freedom of movement, spatialised audio, and user intractability. To deliver these research outcomes, the project captured 360-degree video of the performance, music, images of props, and 360-degree photographs of the set, all embedded into a game engine system to authentically preserve the immersive, interactive, and ambient experience of the original production. The resulting system was able to successfully map several of the performances original affordances, including environmental exploration, spatially emergent narratives, object inspection and exploration, and interactive environmental challenges. This document reports on three matters: the design process and decisions to authentically capture the affordances of the theatre production in a digital gameplay experience; the current status of this research project; and the proposed approach to testing the prototype with users.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123943957","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}
{"title":"Playful Participatory Approaches with Educators Facilitating Environmental Awareness","authors":"Tanay Vyas","doi":"10.1145/3505270.3558371","DOIUrl":"https://doi.org/10.1145/3505270.3558371","url":null,"abstract":"Design of activities and learning resources for environmental awareness in formal learning spaces are known to reflect specific curriculum objectives. School teachers face several challenges in contextualizing these resources for students, who in turn are increasingly expected to become informed decision makers and develop action competence. Yet research towards shared spaces for teachers, students and designers to explore complexities of environment knowledge and issues remains insufficient. Our study looks at participatory research with school communities to explore tools and methods for co-creating educational activities for environmental awareness in peri-urban India. We aim to explore the challenges and opportunities in teacher practices through in-situ inquiry processes. We seek to understand how play within participatory approaches might allow exploration of teachers’ notions and practices of environmental awareness facilitation; and how we may design such approaches and interventions. In this PhD we seek to develop methods to engage teachers in design processes and develop a range of activity materials as cases.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132533764","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}
{"title":"Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation","authors":"Maria F. Montoya, Sarah Jane Pell","doi":"10.1145/3505270.3558324","DOIUrl":"https://doi.org/10.1145/3505270.3558324","url":null,"abstract":"Human-Computer Interaction (HCI) researchers are increasingly captivated by water interactions and hence explored interactive devices to support aquatic activities in different settings (e.g., mixed realities in water parks). However, our understanding of the user experience in interacting with water and technology is still underdeveloped. To begin closing this gap, we explore flotation tanks as a water setting for playful interactive experiences. The goal of the associated somaesthetic design approach was to sensitize the body of the designer (the first author) by engaging with her experiences interacting with water and create meaningful interactions. This preliminary work presents four different user experiences that can facilitate play through a defamiliarization analysis of water interaction with the body mediated by technology. We offer HCI insights for design researchers interested in creating playful experiences in water settings, while also providing industry with initial strategies on how to enrich flotation tank sessions.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115771362","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}
{"title":"From Augmented Reality Location-based Games To the Real-world Metaverse","authors":"Jiangnan Xu","doi":"10.1145/3505270.3558363","DOIUrl":"https://doi.org/10.1145/3505270.3558363","url":null,"abstract":"The real-world metaverse can provide users with a hybrid experience blending the physical with the virtual through augmented reality (AR) technologies. In academia, the research of the metaverse is in its infancy, with prior works focused on technological and computational aspects of the concept. Still, a firm understanding of the lived user experiences of hybrid spaces is a significant gap in the literature. Further, Location-based games (LBG) have been started to be viewed as proto-metaverse applications with the potential to transition into real-world metaverse applications; however, little work explores how developers and researchers may facilitate this change. This report presents my research proposal to address the two lacunae mentioned above. First, I discuss state-of-the-art and present my research agenda. This is followed by presenting some initial results from my previous studies and discussing my future work.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123571729","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}
{"title":"“Survive the Party”: An Educational Game about Relationships and Consent.","authors":"Tyree Cowell, Xinyu Yang, Ji-Hyung Song, Rachel Pehrsson","doi":"10.1145/3505270.3558377","DOIUrl":"https://doi.org/10.1145/3505270.3558377","url":null,"abstract":"It is now an unfortunate, yet well-known, fact that approximately 1 in 5 women (∼18%) report lifetime exposure to sexual assault [7]. These statistics, among others, highlight the ever-present need for comprehensive sex education, particularly with regards to consent and relationship norms. Unfortunately, without cohesive or consistent implementation processes for sex education, a highly diverse “patchwork” of sex education laws and practices exist in the United States [3]. In response to these issues, our team decided to make a scenario-based video game to teach incoming college freshmen about common situations that may happen at a college party, and the best ways to handle those situations. ‘Survive the Party’ is a scenario-based experiential learning game where learners play as a ghost that is haunting a college party. The ghost floats around the party and ‘overhears’ various conversations between individuals of different backgrounds, genders, and sexual identities. At certain points in each scenario, the ghost can step in and make decisions about how the scenario should play out. In this paper, we will describe our background research, our targeted learning goals, the game itself, possible applications for our game in educational settings, and finally, opportunities for future work.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129392143","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}