{"title":"StarRescue: Transforming A Pong Game to Visually Convey the Concept of Turn-taking to Children with Autism","authors":"Yuxuan Huang, Yihe Wang, Tongxin Xiao, Rongqi Bei, Yuhang Zhao, Zhicong Lu, Xin Tong","doi":"10.1145/3505270.3558320","DOIUrl":"https://doi.org/10.1145/3505270.3558320","url":null,"abstract":"Previous research has shown that children with autism face severe social collaboration challenges such as having issues with turn-taking, which is essential when developing social skills. However, few digital interventions have provided visual support for the development of turn-taking behaviour. To visually manifest the process of turn-taking, this research transformed a pong game into a two-player tablet game, i.e., StarRescue. In this paper, we introduce StarRescue’s game design decisions and preliminary findings gathered from semi-structured interviews with teachers and parents of pre-school children with high-functioning autism. The results demonstrated that StarRescue has the potential to help children with autism improve their social behaviors. Furthermore, this research shed light on future tablet game design to enhance turn-based collaboration for children with autism.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"26 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":"125112556","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":"Disability and Play – What to consider beyond accessibility","authors":"Katta Spiel","doi":"10.1145/3505270.3558356","DOIUrl":"https://doi.org/10.1145/3505270.3558356","url":null,"abstract":"Accessibility has become a hot topic for games researchers in recent years. Increasing the base of players and creating increased functional accessibility to experiences have been on the forefront of efforts in that regard. In this Masterclass, I invite researchers to become familiar with models of disability governing different paradigms in the design of accessible technologies and how to enthusiastically create justice oriented access to games and playful experiences.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"5 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":"125639446","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":"Proposal for an Individually Adapted Video Viewing System Linked to the User’s Feeling of Fear","authors":"Reika Takeshita, Anna Yokokubo, G. Lopez","doi":"10.1145/3505270.3558342","DOIUrl":"https://doi.org/10.1145/3505270.3558342","url":null,"abstract":"In recent years, watching movies and videos have become increasingly diverse. Some movie theaters offer aromas and vibrations in addition to sound and 2D/3D images that accompany the movie. However, most movies provide a single same experience to all the viewers. Another way to watch movies is through video distribution services that allow users to enjoy them anywhere without having to specify the location. In this study, we proposed to automatically modulate the video playback speed according to the user’s feeling of fear estimated from pulse-rate variability measured with a smartwatch. Ten subjects watched a 10-minutes horror short movie in the standard way and with feeling-controlled playback speed modulation. After each viewing, they answered an impression evaluation questionnaire. The responses revealed that the modulation of playback speed amplified subjects’ feeling of fear.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"49 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":"131417815","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}
Max Alberts, Ellen A.M. de Ridder, Joris A.J. Lodewijks, T. V. Pinos Cisneros, K. Schoorl, A. A. Salah, B. Schouten
{"title":"Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home Environment","authors":"Max Alberts, Ellen A.M. de Ridder, Joris A.J. Lodewijks, T. V. Pinos Cisneros, K. Schoorl, A. A. Salah, B. Schouten","doi":"10.1145/3505270.3558325","DOIUrl":"https://doi.org/10.1145/3505270.3558325","url":null,"abstract":"Children with cerebral palsy must perform daily exercise which is a tedious and energy consuming task. Exergames can make this routine more engaging, which can increase the compliance of the patient. This research explores the feasibility of an exergame device called the Squid Monster. The device is the result of a research through design process, and it is designed to be played on smartphones in the home environment. It operates on the smartphone's integrated sensors and two external squeeze sensors, making it accessible and cost-effective. We conceptualize how the design can be supported using a machine learning adaptive difficulty system, aiming to increase flow and therapeutic adherence of the device. Ultimately, guidelines are provided to designers for future work in this field.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"133 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":"133911756","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":"Playing Unbound: Towards a Radically Intersectional HCI","authors":"Johanna Brewer","doi":"10.1145/3505270.3558362","DOIUrl":"https://doi.org/10.1145/3505270.3558362","url":null,"abstract":"This short essay is a call to action for digital games researchers to positively transform the future of HCI by meaningfully adopting an explicitly intersectional approach to our work as a scholarly community.","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":"129787289","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}
Pascal Lessel, Maximilian Altmeyer, Marc Schubhan, Dennis Gudea, Antonio Krüger
{"title":"“Absolute or Relative?” – Exploring the Choice Between Leaderboard Types in an Image Tagging Task","authors":"Pascal Lessel, Maximilian Altmeyer, Marc Schubhan, Dennis Gudea, Antonio Krüger","doi":"10.1145/3505270.3558346","DOIUrl":"https://doi.org/10.1145/3505270.3558346","url":null,"abstract":"Allowing users to customize gamification has been shown to be promising, but how much freedom and which types of options users should receive is still unclear. In this paper, focusing on low-effort customization, we considered giving users the choice between an absolute (seeing all opponents) and a relative (seeing opponents that are just below and above their own rank) leaderboard in the context of image tagging. Results of two studies showed that, although the task performance is not affected significantly, offering this choice is appreciated, and users’ preferences for the type of leaderboard are moderated by the number of opponents on it.","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":"131133292","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}
Lieke Vermeulen, M. Birk, Scott Bateman, H. Schipper, S. Nijhof, Yuan Lu
{"title":"“It’s All in the Game” A board game to facilitate disease-related conversations between children with a chronic disease and their peers","authors":"Lieke Vermeulen, M. Birk, Scott Bateman, H. Schipper, S. Nijhof, Yuan Lu","doi":"10.1145/3505270.3558314","DOIUrl":"https://doi.org/10.1145/3505270.3558314","url":null,"abstract":"Communication about chronic disease is challenging for affected children and their peers. However, peers play a crucial role in the quality of life, reduction of disease burden, and adherence to treatment regimens of children with chronic disease. Procedural rhetoric in games shows great promise to facilitate behaviour change leading to better communication between children with chronic diseases. We followed a user-centric design process to develop “It’s All in the Game”, exploring the value of procedural rhetoric to foster disease-related communication between children with cystic fibrosis—a chronic disease that affects the lungs and digestive system—and their peers. Our work contributes to game design by showing an avenue to shape communication between peers and children with a chronic disease to potentially reduce disease burden and increase their quality of life.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"18 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":"129836222","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}
Dominic Kao, Alejandra J. Magana, Olaoluwa Oyedokun, Akash Ravi
{"title":"Towards an Educational Computing Career Exploration Game","authors":"Dominic Kao, Alejandra J. Magana, Olaoluwa Oyedokun, Akash Ravi","doi":"10.1145/3505270.3558339","DOIUrl":"https://doi.org/10.1145/3505270.3558339","url":null,"abstract":"Professionals with programming abilities are in high demand, but despite this urgent need, there is a lack of student interest. Researchers argue that in order to increase interest in computing, students require more opportunities for early familiarization, an understanding of how computing can make contributions to society, greater exposure to programming, online self-learning, internships, more visible role models and exemplars, and greater connections to the real world. This project aims to create a game that allows players to perform tasks from three computing jobs (web development, game development, and data science). Using the game as a testbed, the first study will develop an understanding of how different game design decisions affect the career game’s effectiveness at engendering career-related and player-related outcomes. The second study will develop an understanding of how the career game as a whole influence career-related and player-related outcomes. The career game will be an informal learning environment that can be accessed by anyone with a desktop computer.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"29 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":"125677873","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}
David Halbhuber, Julian Höpfinger, V. Schwind, N. Henze
{"title":"A Dataset to Investigate First-Person Shooter Players","authors":"David Halbhuber, Julian Höpfinger, V. Schwind, N. Henze","doi":"10.1145/3505270.3558331","DOIUrl":"https://doi.org/10.1145/3505270.3558331","url":null,"abstract":"Datasets are multi-purpose research tools, enabling researchers to design, develop, and test solutions to classical computer sciences problems and novel research questions. In the gaming domain, however, there are few high-quality datasets providing both: (1) visual gameplay data and (2) additional information about the gameplay, such as user input. As a result, game researchers most of the time have to collect, process, and annotate gameplay data in time-consuming data collection studies themselves. We start closing this gap, by presenting a novel Counter-Strike: Global Offensive dataset. The contributed dataset is a collection of 12 high-skilled players playing Counter-Strike: Global Offensive. We showcase two deep learning-based examples using the presented dataset, demonstrating its versatility.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"117 1-2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121000252","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":"Investigating the Impact of Digital Game Immersion on Post-Work Recovery","authors":"Jon Mella","doi":"10.1145/3505270.3558365","DOIUrl":"https://doi.org/10.1145/3505270.3558365","url":null,"abstract":"Digital games have been demonstrated to promote recovery from daily work strain. However, prior research has not examined the role that player experience (PX) plays in post-work recovery despite the fact that theories in this area rely implicitly on PX concepts. Hence, this research seeks to understand how the experience of immersion shapes the recovery potential of digital games. An overview of the planned program of research, alongside the results of an initial mixed-methods survey study, are outlined here. The results suggest that immersion is broadly beneficial for recovery, though this is contingent on contextual factors, and that players actively optimise their immersion levels to maximise recovery. These findings, and those of future studies, will extend previous research by empirically testing the PX-based mechanisms by which games are assumed to promote recovery, as well as offering design implications for creators of serious games for recovery purposes.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"148 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":"133048485","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}