{"title":"Work in Games: Exploring Player Experiences caused by In-game Activities","authors":"S. Agrawal","doi":"10.1145/3505270.3558372","DOIUrl":"https://doi.org/10.1145/3505270.3558372","url":null,"abstract":"When people play a game, they ‘work’ through the conflicts generated by it. This ‘Work’ includes in-game activities which are performed in accordance with the rules of a game. Such a notion of Work is sparsely studied and has been explored partially using terms like action, interaction, decision-making, effort, labor and so on. In this PhD, we aim to broaden our understanding of the concept of Work and how it affects player experiences like fun, flow, engagement, and immersion. We seek to explore Work through empirical studies. Since, analyzing in-game player experiences is a challenging task, one of our goals is to evaluate several methods like experience sampling, protocol analysis, interview etc. Our goal is to contribute towards the theory of Work, which might also find applications in other fields like gamification, purposeful games, and organizational psychology.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"9 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":"128556921","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":"In Visible Climate Change: Exploring Immersive Data Visualisation to Promote Climate Change Awareness in a VR Game","authors":"So-youn Jang, Jisook Park, Hwajung Hong","doi":"10.1145/3505270.3558335","DOIUrl":"https://doi.org/10.1145/3505270.3558335","url":null,"abstract":"Time is key to understanding climate change. In this paper, we explore ways of putting time in perspective to promote climate change awareness by leveraging temporal-spatial dimensions in VR. On this basis, we designed, tested, and developed a Virtual Reality(VR) game, Oblivion, to demonstrate its potential to visualise what is invisible, enabling users to see and feel the time on the climate clock. Building on existing work on VR data visualisation and serious game regarding climate change, this study investigates how to translate real-world data into an immersive experience of climate change. With our ongoing work, we aim to investigate the impact of immersive visualisation of climate data on the user’s perception and understanding of climate change. The findings can contribute to discussing affordances and strategies for utilising VR as a persuasive medium to enhance climate change awareness.","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":"114211115","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":"Dive In! Computer World Action: A Platform Game for Secondary School Students to Learn Boolean Operations in Computer Science","authors":"Honglin Li, Chen Li","doi":"10.1145/3505270.3558378","DOIUrl":"https://doi.org/10.1145/3505270.3558378","url":null,"abstract":"The power of video games in education is becoming more prominent because children and young adolescents nowadays spend more time than ever in the digital world. Previous studies have investigated the effectiveness of using games for learning concepts in computer science and even computer programming at the secondary level. However, games for learning concepts related to mathematics in computer science have not been thoroughly investigated. In this paper, we introduce Dive In! Computer World Action, a platform game that allows players to learn Boolean operations in the context of computer science through fast-paced gameplay. The importance and usage of Boolean operations are also conveyed via in-game storytelling. The results of the playtesting suggested that Dive In! Computer World Action was effective in learning Boolean operations and related concepts. The participants generally welcomed the game-based approach. The nature of platform games also allows us further expand the gameplay for learning other mathematical operations and concepts in the context of computer science in the future.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"369 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":"126707332","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}
G. Jayakrishnan, Vijayanand Banahatti, S. Lodha, G. Sirigireddy, Shree Nivas
{"title":"Housie: A Multiplayer Game for Cybersecurity Training and Evaluation","authors":"G. Jayakrishnan, Vijayanand Banahatti, S. Lodha, G. Sirigireddy, Shree Nivas","doi":"10.1145/3505270.3558328","DOIUrl":"https://doi.org/10.1145/3505270.3558328","url":null,"abstract":"The pandemic has forced the enterprise sector to work from home, resulting in social isolation and lack of social interactions among colleagues. Meanwhile, the situation also led to an increase in cybersecurity risks. We launched a multiplayer cybersecurity awareness game to bring our organization's employees together and simultaneously equip them with cybersecurity knowledge. Bingo, one of the most played multiplayer games, was modified within the context of cybersecurity to provide a learning and entertaining experience to the players. This paper showcases an online, multiplayer, serious game ‘Housie’, launched for the enterprise sector, that integrates fun, immersion, and learning into one package. We discuss our initial study with over 56,000 participants, which provided insights into the cybersecurity awareness of our organization's employees. Our study found that the multiplayer format was widely accepted and provided insights on certain cybersecurity topics that need in-depth training.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"20 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":"126719147","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}
M. Vayanou, Angeliki Chrysanthi, A. Katifori, Yannis E. Ioannidis
{"title":"Designing Mobile-based Jigsaw Puzzles for Collocated Groups","authors":"M. Vayanou, Angeliki Chrysanthi, A. Katifori, Yannis E. Ioannidis","doi":"10.1145/3505270.3558330","DOIUrl":"https://doi.org/10.1145/3505270.3558330","url":null,"abstract":"In this work we present our initial ideation and design approach for cooperative digital jigsaw puzzles with the objective to promote social interaction between collocated players. Two puzzle games, “Puzzle Shuffler” and “Puzzle-in-Puzzle”, are presented as examples of a game design that foresees the use of mobile devices as objects of collaborative physical manipulation, as well as their combined use with physical game cards that create complementary joint attention areas. We suggest that the use of multiple handheld devices has great potential in collocated leisure settings and their combined use merits further exploration.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"99 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":"120910249","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}
Thomas R. Pedersen, Iveta Ivanova, M. Hjørringgaard, Julie Fredsgård, Freya K. B. Cornelius, O. Pust, Henning Pohl
{"title":"Eggventures: Strengthening Connectedness through Coop-Play","authors":"Thomas R. Pedersen, Iveta Ivanova, M. Hjørringgaard, Julie Fredsgård, Freya K. B. Cornelius, O. Pust, Henning Pohl","doi":"10.1145/3505270.3558326","DOIUrl":"https://doi.org/10.1145/3505270.3558326","url":null,"abstract":"Cooperative play has been shown to increase connectedness and enjoyment. We developed Eggventures, a platforming game for two players, to investigate how movement mechanics influence connectedness. In one version of the game, the two players are tied together with a rubber band and have to make use of it to catapult each other through the levels. In a between-subjects study, we compare this to a version with only jumping. We find that both versions offer an enjoyable experience, but that the rubber band version increased player communication. A likely contributor to this is the increased level of challenge and frustration that forced players to engage more with each other to succeed.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"61 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":"132460159","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}
Karel Blontrock, Lukas Brijs, Lars Van Dijk, Jonas Gys, Jitske Van Peer, Vincent Renders, Kymeng Tang, K. Gerling, L. Geurts, Jeroen Wauters
{"title":"Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based Games","authors":"Karel Blontrock, Lukas Brijs, Lars Van Dijk, Jonas Gys, Jitske Van Peer, Vincent Renders, Kymeng Tang, K. Gerling, L. Geurts, Jeroen Wauters","doi":"10.1145/3505270.3558382","DOIUrl":"https://doi.org/10.1145/3505270.3558382","url":null,"abstract":"Movement-based games often leverage digital games as an opportunity to mask physical activity, neglecting the perspective that movement can be inherently enjoyable. In the work presented here, we examine joy of movement through Puzzle Ball Hamster, a game in which players need to move and bounce on a large sensor-equipped gymnastic ball to make game input. We invite the attendees of CHI PLAY to engage with our game, explore their own experience of joy of movement, and to safely lead a little hamster to escape.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"27 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":"122195025","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}
Evelyn O'Keeffe, Emmet Riordan, Fiona M Loudoun, Bryan Boyle
{"title":"Understanding the Social Dividends and Risks for Female Gamers in Online Spaces","authors":"Evelyn O'Keeffe, Emmet Riordan, Fiona M Loudoun, Bryan Boyle","doi":"10.1145/3505270.3558347","DOIUrl":"https://doi.org/10.1145/3505270.3558347","url":null,"abstract":"This paper presents a work in progress that focuses on exploring the social experiences of female gamers in online spaces. This qualitative study aimed to gather and analyse social experiences for female gamers from their own perspectives. Using purposeful sampling methods six female gamers were recruited and interviewed by the researchers. This data is currently undergoing thematic analysis, however, some emergent themes highlight participant's perspectives as to the toxicity and risk they face in choosing to play online alongside the positive experiences including the opportunities to recognise their shared experiences, support each other and thus co-create online spaces that support positive socialisation.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"14 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":"128762361","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":"Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play","authors":"Thomas Constant, G. Levieux","doi":"10.1145/3505270.3558343","DOIUrl":"https://doi.org/10.1145/3505270.3558343","url":null,"abstract":"This paper describes an automated evaluation of the overall game experience using a synthetic agent, that we contextualize for First-Person Shooter games. This evaluation method is based on the characterization of the game experience through dynamics of major FPS games. We define dynamics as sequences of events that are meaningful for the player during the game session. As they trigger players’ emotional responses, and influence their overall enjoyment and motivation, we classify them according to Motives for Play like curiosity, thrill-seeking, problem-solving, victory, and acquisition, in order to facilitate the evaluation process. Based on that, our evaluation method proposes to select synthetic agent routines that target a distinct game experience while playing a game session, using a selection of game dynamics. As the agent navigates through the level and interacts with opponents, dynamics may occur and, if so, are automatically identified, and then classified as Motives for Play. In the end, this classification can be used to evaluate the game experience and the quality of the level itself during playtesting sessions. It may also be utilized to assist the procedural generation of any level that target a specific game experience.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"135 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":"122429640","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":"Socially Distanced Games: Exploring the Future Opportunities of Remote Play","authors":"A. Ramirez Gomez, Katarzyna Stawarz","doi":"10.1145/3505270.3558338","DOIUrl":"https://doi.org/10.1145/3505270.3558338","url":null,"abstract":"Playing games with friends and family provided a way to stay connected and deal with isolation during the COVID-19 pandemic. However, restrictions introduced to co-located events affected how both regular and casual players scheduled, organised, participated and engaged with various games. Through an online survey, we aimed to gain preliminary insights into how the swift switch from physical to remote play – forced by the circumstances – impacted the gameplay experiences and how different players potentially changed their playing habits. Our preliminary results suggest that computer-mediated communication systems successfully allowed the translation of co-located game sessions, but also highlight the emergence of different points of player friction during remote game experiences, e.g., the tediousness of scheduling and setup, miscommunication or playmates’ wellbeing. We discuss future research and design opportunities that explore the potential to augment social game experiences at a distance and debate the future of remote or hybrid play.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"87 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":"124038277","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}