Raphael Kim, Siobhan Thomas, Roland van Dierendonck, N. Bryan-Kinns, S. Poslad
{"title":"Working with Nature's Lag: Initial Design Lessons for Slow Biotic Games","authors":"Raphael Kim, Siobhan Thomas, Roland van Dierendonck, N. Bryan-Kinns, S. Poslad","doi":"10.1145/3402942.3409790","DOIUrl":"https://doi.org/10.1145/3402942.3409790","url":null,"abstract":"One of the most fundamental features of living organisms is their growth, a biological phenomenon that can be considered as a type of slow, tangible output responding to an environmental stimulus or an input. Given the relative slowness of growth, once it becomes part of game mechanics, the feature can lead to slow interactivity and slow gameplay in biotic games – a relatively new type of bio-digital game that enables playful human-microbe interactions. Currently, there is a lack of annotations on existing biotic game design guidelines, that 1) recognise biological slowness as a potentially beneficial feature in game design, and 2) provide specific advice on how organism's slow response time can be effectively incorporated in biotic games. To start addressing these limitations, we report on an initial set of design lessons learnt from our research on slow biotic games. Through these lessons, we have formulated and outlined a set of practical recommendations for prospective designers of slow biotic games.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114593324","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":"Dynamic Procedural Music Generation from NPC Attributes","authors":"Megan Washburn, Foaad Khosmood","doi":"10.1145/3402942.3409785","DOIUrl":"https://doi.org/10.1145/3402942.3409785","url":null,"abstract":"Procedural Music Generation in Games (PMGG) can enrich the playing experience by providing both entertainment and communication to the player. We present a system that generates unique procedural thematic music for non-player characters (NPC) based on developer-defined attributes and game state. The system responds in real-time to the dynamic relationship between the player and target “boss” NPC. We create a multiplayer 2D adventure game using and evaluate the music generation system by means of user study. Subjects confront four NPC bosses each with their own uniquely generated dynamic track. Results indicate the generated music is generally pleasing and harmonious, and players are able to detect a relationship between themselves and the NPCs as reflected by the music, even if they can not decipher the exact details.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128119524","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 Flow, Identification with Game Characters and Players’ Attitudes","authors":"V. Chen, Wei Jie Dominic Koek","doi":"10.1145/3402942.3409784","DOIUrl":"https://doi.org/10.1145/3402942.3409784","url":null,"abstract":"Research has shown that serious games can influence players’ attitudes, often based on either flow experience or identification with game characters. Studies showed that identification with game characters resulted in players aligning their view with the game characters. However, very little is done about the influence of identification with non-player characters (NPCs) on attitudes. Flow state, which is influenced by the balance of challenge and skill, is another contributing factor to players’ attitudes. However, the relationships among challenge, skill, and attitudes are inconclusive. To address the two research gaps, this study examines the relationships among challenge, skill, flow, identification with multiple game characters, and the impact on players’ attitudes toward immigrants. Fifty-six adult participants were invited to play the game Papers, Please and responded to a pre-game and a post-game questionnaire. Results showed that identification with both player character and NPCs significantly predicted post-game attitude toward immigrants, but in different ways. Perceived flow did not predict post-attitude. Perceived flow and challenge positively predicted identification with only the player character. Research and game design implications are discussed.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128939804","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}
P. Beça, Mónica Aresta, A. Veloso, Rita Santos, E. Ferreira, Sofia Jervis, Gonçalo Gomes, C. Ortet, Mariana Pereira, Sofia Ribeiro
{"title":"Developing a Toolkit to Game Design: The Gamers4Nature Project: from Concept to Artefact","authors":"P. Beça, Mónica Aresta, A. Veloso, Rita Santos, E. Ferreira, Sofia Jervis, Gonçalo Gomes, C. Ortet, Mariana Pereira, Sofia Ribeiro","doi":"10.1145/3402942.3402983","DOIUrl":"https://doi.org/10.1145/3402942.3402983","url":null,"abstract":"In a context where the involvement of youngers in the development of games is seen as an effective way to promote a deeper identification and engagement with the educational content, the Gamers4Nature project introduces a Toolkit designed to support youngsters in the creation of mobile digital games addressing environmental and biodiversity preservation. The Gamers4Nature Toolkit to Game Design includes a set of resources developed to support younger audiences in the creation of digital games: a Game Construction Cards Set, a Rapid Game Design Document and thematic cards, presented in a cardboard box. This paper reports on the methodological approach used for the design and evaluation of the Toolkit to Game Design. All resources were developed following a participatory design approach, with experts (n=18) and potential end-users (n=83) involved in the design and evaluation process. Preliminary results indicate that the Toolkit to Game Design is seen as an engaging and useful approach to game creation, able to be adopted in schools, Universities and environmental organizations activities.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127448419","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 Designing Games for Experimental Protocols Investigating Human-Based Phenomena","authors":"Phil Lopes, R. Boulic","doi":"10.1145/3402942.3403012","DOIUrl":"https://doi.org/10.1145/3402942.3403012","url":null,"abstract":"Over the past few years scientific research has opened up to the idea of using digital games for human-based studies. Fields such as Neuroscience, Medical and Affective Computing are currently using games to study human-based phenomena. Even though a vast amount of work exists within the field, rarely is the subject of designing such games ever touched upon. In fact a common problem within the field is that the games themselves are often an afterthought, where certain gameplay limitations are never truly acknowledged and tend to be mostly ignored. Thus, this paper intends to provide some game design guidelines to the most common problems found in literature from work specifically using games for human physiological data-collection purposes. Furthermore, a brief description of the most popular physiological recording methods: Skin Conductance (SC), Heart-Rate Variability (HRV), Electromyogram (EMG), Electroencephalogram (EEG) and Functional Magnetic Resonance Imaging (fMRI); are provided as the game-play “limitations” of using such devices are an important factor to take into consideration in the game design process. As such, the objective of this paper is to provide awareness of specific game design limitations found in literature and analyse them from a game design perspective.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125354567","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":"Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage","authors":"Kalliopi Kontiza, Antonios Liapis, C. Jones","doi":"10.1145/3402942.3403009","DOIUrl":"https://doi.org/10.1145/3402942.3403009","url":null,"abstract":"When evaluating the effectiveness of gamified app experiences in cultural heritage venues in terms of informal learning outcomes, a core challenge is the complexity involved in assessing intangible measures such as visitors’ appraisal of artwork. A comprehensive summary of the literature for conducting museum visitor evaluations is needed in order to understand how to measure the impact of gamification on user engagement, and the enhancement of the cultural heritage experience on learning. This paper first reviews related literature regarding the application of intrusive versus non-intrusive user evaluation methods, focusing on the REMIND protocol for conducting experiments with museum visitors. We relay our findings when applying the REMIND protocol in four gamified cultural heritage applications in the CrossCult project. Focusing on the assessment of informal learning in an application specifically designed for the visitors of the National Gallery of London, the paper concludes with recommendations, challenges, and future steps in evaluating games for cultural heritage.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125564166","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":"The making of La Mancha","authors":"Christopher W. Totten","doi":"10.1145/3402942.3409617","DOIUrl":"https://doi.org/10.1145/3402942.3409617","url":null,"abstract":"This paper considers the ways in which game making may be a means for deeply analyzing literary and artistic works. This work is done through a game design postmortem of La Mancha, a storytelling card game based on Miguel de Cervantes’ 1605 novel Don Quixote. The game allows players to interact with and reshape moments from the novel through guided storytelling using quotes from books that influenced Cervantes. This postmortem describes two approaches to design: design precedents and the “collected work theory” of game analysis; that were integral to La Mancha’s creation. To accomplish this, this postmortem describes previous efforts to translate literary works into tabletop design and the different ways those efforts allow players to interact with their source material's content and themes. It also describes how individual moments from Don Quixote, its themes, and critical analysis were used to design not only the overall game, but individual interactions, cards, and even pieces of artwork for the game. Finally, the role of these concepts in La Mancha’s Kickstarter funding campaign and commercial release will be described, including ways which the lessons learned will be incorporated into future works.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126680293","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}
Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild
{"title":"Intensifying Stress Perception Using Visual Effects in VR Games","authors":"Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild","doi":"10.1145/3402942.3409781","DOIUrl":"https://doi.org/10.1145/3402942.3409781","url":null,"abstract":"Visual effects are used in commercial video games to enhance the players’ perception without being investigated in terms of their actual impact on the players. In our work, we implemented five visual effects, namely vignetting, image noise, chromatic aberration, color grading, and blur and investigated their impact on the players’ perceived stress, presence, and simulator sickness. A user study (N = 6), conducted with a virtual reality (VR) head-mounted display (HMD), shows that these visual effects can intensify the players’ stress perception without negatively effecting perceived presence and without increasing simulator sickness.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126896704","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":"Deck Archetype Prediction in Hearthstone","authors":"Markus Eger, Pablo Sauma Chacón","doi":"10.1145/3402942.3402959","DOIUrl":"https://doi.org/10.1145/3402942.3402959","url":null,"abstract":"Hearthstone is a competitive, online Collectible Card Game, in which players construct their own 30-card decks from hundreds of available cards. Different decks differ wildly in terms of their strategy, from very agressive decks that seek to attack the opponent early, to decks relying on certain combinations of cards, to decks that are focused on responding to the opponent’s and ending the game slowly. The player community has therefore given names to different deck archetypes, depending on the strategy they pursue. When playing the game, knowing which archetype the opponent’s deck is likely to have helps inform a player on how they should adapt their own strategy to best counter the opponent’s. In this paper we introduce the problem of predicting a player’s deck archetype from minimal information, in particular only from the actions they performed on their first turn. We discuss the relevance of this problem, and how it can help players adapt to the opponent’s strategy, as well as information that can be learned from it. While the information was intentionally chosen to be minimal, due to the nature of the game it still varies in size from game to game, which presents an additional challenge. We describe different approaches to handle this information and their performance applied to this problem, comparing standard statistical methods with Recurrent Neural Networks, and their relative trade-offs, in particular with regards to training time.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125964590","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}
Dávid Melhárt, Daniele Gravina, Georgios N. Yannakakis
{"title":"Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch","authors":"Dávid Melhárt, Daniele Gravina, Georgios N. Yannakakis","doi":"10.1145/3402942.3402958","DOIUrl":"https://doi.org/10.1145/3402942.3402958","url":null,"abstract":"Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we reframe the way gameplay engagement is defined and we view it, instead, through the eyes of a game’s live audience. We build prediction models for viewers’ engagement based on data collected from the popular battle royale game PlayerUnknown’s Battlegrounds as obtained from the Twitch streaming service. In particular, we collect viewers’ chat logs and in-game telemetry data from several hundred matches of five popular streamers (containing over 100,000 game events) and machine learn the mapping between gameplay and viewer chat frequency during play, using small neural network architectures. Our key findings showcase that engagement models trained solely on 40 gameplay features can reach accuracies of up to 80% on average and 84% at best. Our models are scalable and generalisable as they perform equally well within- and across-streamers, as well as across streamer play styles.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127479782","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}