{"title":"Enhancing Children Spatial Skills with Augmented Reality Serious Games","authors":"S. Olim, Valentina Nisi, T. Romão","doi":"10.1145/3450337.3483470","DOIUrl":"https://doi.org/10.1145/3450337.3483470","url":null,"abstract":"Augmented reality (AR) applications have shown to be extremely valuable for entertainment and educational purposes. AR experiences support the learning performance of scientific subjects by providing visualization of phenomena and abstract concepts. This process facilitates the transfer of 2D information into 3D mental models, a cognitive process essential in the Chemistry domain. In the pages that follow, we contribute to the design and development of two AR serious games that combine participatory design with human-computer interaction principles to introduce Periodic Table concepts to 9-13-year old children. We present initial findings regarding the children’s acceptance and satisfaction of the games, usability, engagement and overall feedback from our target audience. Although the overall assessment showed positive results in AR’s entertainment value and usability, a preliminary pilot test (N=7) using a mix-method approach identified the need for minor game-play interventions. We aim to optimize our games by continuing our research with our target audience, analyzing their feedback, making refinements and assessing the game’s learning effectiveness. Our purpose is to research and create guidelines for designing AR serious games to facilitate the learning of abstract concepts while supporting spatial skills. We also aim to change student perception of Chemistry as challenging and dull, and to motivate children to invest in this area.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129548004","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":"OGrES Welcome! Toward a Systematic Theory for Serious Game Design","authors":"Nancy N. Blackburn, R. E. Cardona-Rivera","doi":"10.1145/3450337.3483460","DOIUrl":"https://doi.org/10.1145/3450337.3483460","url":null,"abstract":"Despite the vast scholarship around serious games, there is still no consensus methodology for how to best go about designing them. This paper presents work-in-progress toward synthesizing an actionable, systematic serious game design theory. We introduce mIBO as a computational model to aid in thinking about game design processes and rationales, and OGrES as a method for defining the function of a serious game.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121170322","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}
André Antunes, R. Madeira, Ilona Toth, C. Bernardo
{"title":"Modeling Serious Games Design towards Engaging Children with Special Needs in Therapy","authors":"André Antunes, R. Madeira, Ilona Toth, C. Bernardo","doi":"10.1145/3450337.3483493","DOIUrl":"https://doi.org/10.1145/3450337.3483493","url":null,"abstract":"One of the reasons why patients lose focus and interest in physiotherapy exercises is their repetitive nature. Frequently used techniques when trying to promote user engagement and motivation are the gamification of tasks and use of serious games. This paper conceptualizes a framework model to support the design of serious games for children with special needs and a computational platform that implements this concept. The model includes the definition of games based on levels and sequences of actions. The actions model therapeutic exercises. The platform allows the creation of game actions applicable for specific therapies. The setting of the game action scope, in relation to the intended therapies, allows the system to suggest specific actions, based on the patient profile and current needs. The platform allows for later viewing and analysis of recorded results and a comparative analysis of patients’ usage data and results is possible. Moreover, data and results can be shared and compared between clinics that use the platform. The paper ends with the presentation of a study based on a game designed following the platform model and being connected to it.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131022974","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":"Viruscape: A Microscopic Adventure Game to Guide Conceptual Learning of SARS-CoV-2 Mechanisms","authors":"Tiange Wang, I-Yang Huang","doi":"10.1145/3450337.3483490","DOIUrl":"https://doi.org/10.1145/3450337.3483490","url":null,"abstract":"This paper presents the pilot version of Viruscape, a novel adventure PC and console game designed to facilitate the conceptual learning of Coronavirus mechanisms and expand the civic science education toolkit. Medical illustration using 3D modeling and motion graphics software has long been a niche practice to help advance education, research, and practice in healthcare-related fields. In Viruscape, we leverage the unexploited potential of such software to create interactive virtual worlds and gameplay experience to promote a more systematic learning of human health concepts and advance medical literacy for the general public. Viruscape immerses players in a microscopic world through the “eyes” of viruses whose goal is to defeat the human immune system. We translate the relevant immunology mechanisms into game play mechanisms that players learn to master, while providing a unique and interactive gaming experience. Future development of the game could focus on involving diverse users and health experts in co-design or consultation sessions and customizing the game world to represent players’ real-world health condition. The concept of Viruscape can be used to further develop parallel episodes of the game that feature other human health mechanisms such as other types of infection, heart disease or cancer.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123172742","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":"Sally&Molly: A Children’s Book with Real-Time Multiplayer Mobile Augmented Reality","authors":"Gabriel De Ioannes Becker, E. Hornecker","doi":"10.1145/3450337.3483498","DOIUrl":"https://doi.org/10.1145/3450337.3483498","url":null,"abstract":"The book ’Sally&Molly’ is for children aged five to ten, a phase where children transition from a self-centered view of the world to social understanding. Via mobile AR we offer a second layer to the book and playful activities with it. We describe the design and design rationale, and explore cooperative real-time multiplayer mechanics for children in mobile AR.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124537752","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 Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures","authors":"Jesper Juul","doi":"10.1145/3450337.3483449","DOIUrl":"https://doi.org/10.1145/3450337.3483449","url":null,"abstract":"While looking to the future, we have overlooked what is right before us. With new technology, haptics, rendering, virtual reality, we have spent much energy discussing immersion and presence, thinking sometimes about current technology, but often about hypothetical perfect experiences or future perfect technology. In this, we have forgotten something rather fundamental: How do we in the first place decide to see a group of pixels on a screen as an object to which we have access, rather than as a picture of an object? This paper explores this question through a playable essay. At first, we may think that we will identify anything interactive as an object, but the playable essay demonstrates that this is much more complex and pragmatic, and that this identification has three steps – identifying pixels as an object rather than a picture, reasoning about the object as a specific type of object (such as a ball), and identifying it as a real instance of a type of object (such as a calculator). I conclude that we identify objects not with a general list of properties (like “being interactive” or “physical”), but on implicit rules that we use depending on the type of object we are considering, and on what we are trying to do at a given time. I identify nine such tentative rules. Finally, there are many kinds of video game worlds, from the default 3D worlds of many game engines to social worlds. Examining the Unity3D engine used to create the game, I argue that game worlds are fundamentally not designed as bottom-up simulations of a world, but are deliberately implemented in human categories, and that we understand them as such. Within that frame, our relation to video game objects is pragmatic, and we will accept pixels as objects when it is helpful to our goals and plans.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"248 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116160480","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}
Passant El Agroudy, Pedram Khoshdani, Tilman Dingler, G. Ward, Paweł W. Woźniak, Albrecht Schmidt
{"title":"Prisoner of Words: Lessons Learnt from Mobile Gamification of Lab Memory Experiments","authors":"Passant El Agroudy, Pedram Khoshdani, Tilman Dingler, G. Ward, Paweł W. Woźniak, Albrecht Schmidt","doi":"10.1145/3450337.3483502","DOIUrl":"https://doi.org/10.1145/3450337.3483502","url":null,"abstract":"Gamifying experiments in-the-wild showed promising opportunities in supporting participants’ engagement, increasing sample size and diversity, and saving lab and personnel resources needed for lab experiments. However, transforming memory lab experiments to mobile games is challenging as some standard game design guidelines jeopardize the validity of the experimental design. Our work draws attention to this trade-off by providing design guidelines for critical game elements, namely scoring systems and input methods. We distil those guidelines from a case study where we replicated a lab memory experiment via a mobile game apparatus and produced congruent psychological results. Our work sheds the light on the special challenges in gamifying memory experiments and encourages psychologists and game designers to investigate human memory in natural settings.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123415508","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":"Virtual Materiality: Realistic Clay Sculpting in VR","authors":"Joss Moo-Young, A. Hogue, Veronika Szkudlarek","doi":"10.1145/3450337.3483475","DOIUrl":"https://doi.org/10.1145/3450337.3483475","url":null,"abstract":"Art is a creative, intuitive process which engages us on an emotional level. It involves experimentation, spontaneity, and play. Just as a painter may use the same brush with different mark-making techniques on the surface of their canvas, a clay sculptor may use one knife to scratch, texture, slice or create bas reliefs. To an artist, the tool and the medium as a whole are subject to spontaneous, nuanced decision making and use in multitudinous ways which are core to the art. In this work-in-progress paper, we hope to inspire renewed interest in intuitive digital art creation. We argue that the modern state-of-the-art 3D creation software fails to recreate the tactile feeling and complexity of the real-world tools because they treat their ‘tools’ as rigid operators. To explore ways to better accommodate the creative process, we present a Virtual Reality (VR) application, titled Virtual Materiality, that provides a set of digital sculpting tools that feel more like traditional analog tools. In this work, we generalize a ‘physical sculpting tool’, enabling users to deform our virtual clay in a more realistic, mass-conserving manner. Future work is planned to incorporate more interactions that one might expect with real clay, and to evaluate the efficacy of this new digital sculpting modality.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124851537","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":"A conversation with Rhianna Pratchett on Storytelling for Games","authors":"Rhianna Pratchett","doi":"10.1145/3450337.3486935","DOIUrl":"https://doi.org/10.1145/3450337.3486935","url":null,"abstract":"In this keynote fireside chat, Rhianna Pratchett will talk about 23-year career as a writer and narrative designer; touching upon some of the challenges of her past projects and what they have taught her about creating compelling characters, and how to improve the ways in which interactive narrative is defined, integrated, and received.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130182562","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":"“Anyway,”: Two-player Defense Game via Voice Conversation","authors":"Minki Hong, Youngjun Choi, Sihun Cha","doi":"10.1145/3450337.3483509","DOIUrl":"https://doi.org/10.1145/3450337.3483509","url":null,"abstract":"Conversation is a key element in maintaining social relationships. In contrast to soliloquy, conversation with other people gives various social effects to both speaker and listener. Most voice communication in games had been bound to achieving games goal, thus not fully facilitates social effects. Therefore, we tried to deliver the positive effects of the conversation by gamifying turn-taking communication. With “Anyway,” we present a two-player conversational defense game that uses voice conversation as an input. This game aims to encourage wholesome in-game conversation and to expand the boundary of the game’s use of voice interaction in game. In “Anyway,” players have to proceed with their talk to protect their partner from incoming waves. Spoken words from each player are converted to tetrapod breakwaters that only protect their playmate, which leads to a cooperative game experience. We conducted a preliminary user test and observed positive responses, especially in empathy and behavioral involvement.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130710022","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}