Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play最新文献

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Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us 走向游戏中介社会体验的设计理论——以《我们当中》为例
Derek Haqq, Morva Saaty, Jonathan Thomas Rukaj, Saylee Marulkar, Justin Israel, Emily Newton, Rudra Patel, Stephen Tan, D. McCrickard
{"title":"Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us","authors":"Derek Haqq, Morva Saaty, Jonathan Thomas Rukaj, Saylee Marulkar, Justin Israel, Emily Newton, Rudra Patel, Stephen Tan, D. McCrickard","doi":"10.1145/3450337.3483469","DOIUrl":"https://doi.org/10.1145/3450337.3483469","url":null,"abstract":"The COVID-19 pandemic has greatly affected face-to-face social interaction with and among relational partners - relatives, friends, and others. Prior to the pandemic, many people relied on face-to-face social play experiences to help them maintain relationships and satisfy relatedness needs. However, growing coronavirus-related concerns have made such activities unwelcome or inaccessible, leading many to turn to technology-mediated experiences, as a safer alternative means of supporting recreational play with non-proximal relational partners. But how does one design technology-mediated recreational play experiences to satisfy a diverse range of user needs, interests, and preferences? To explore this area of interest we study the social experience afforded by the multiplayer game, Among Us. We conduct a diary study with students enrolled in an undergraduate HCI course and report on the findings of a post-study reflective activity. Our findings highlight that casual interdependent games that explicitly and implicitly foster social interaction among players, do provide opportunities for satisfying remote play social experiences when augmented by rich communication technologies.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"28 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":"132384579","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}
引用次数: 5
AXO: A Video Game That Encourages Recycling to Preteens AXO:一个鼓励回收的电子游戏
Yohanna Ishoj-Paris, Ariane Gravel-Villeneuve, Francis Vermette-David, Lissa Dixon-Sequeira, Maxime Dicaire, Maxime Morin-Grandmont, Naomi Jomphe, Nathaelle Fournier, Ophelie Champeau-Fournier, Cassandra Paré, Leo A. Savoie, Emma Tremblay, Benny Le, Dany El-Riachi, Nicolás Medina, Alexandra Negru, Nathan Viens, Anton Zhelyeznyy, Yannick Francillette, F. Dupas, Pierre Tousignant, Guillaume Côté
{"title":"AXO: A Video Game That Encourages Recycling to Preteens","authors":"Yohanna Ishoj-Paris, Ariane Gravel-Villeneuve, Francis Vermette-David, Lissa Dixon-Sequeira, Maxime Dicaire, Maxime Morin-Grandmont, Naomi Jomphe, Nathaelle Fournier, Ophelie Champeau-Fournier, Cassandra Paré, Leo A. Savoie, Emma Tremblay, Benny Le, Dany El-Riachi, Nicolás Medina, Alexandra Negru, Nathan Viens, Anton Zhelyeznyy, Yannick Francillette, F. Dupas, Pierre Tousignant, Guillaume Côté","doi":"10.1145/3450337.3483506","DOIUrl":"https://doi.org/10.1145/3450337.3483506","url":null,"abstract":"Properly recycling our waste is a world-wide problem that needs to be solved to reduce our impact on the environment. The solution is in learning to properly sort our waste. The less cross-contamination there is between materials that cannot be dealt with together, the better they can be processed. In order to spread this knowledge to schools, we propose a serious game in which the teaching is a subtle and important mechanic present within an entertaining frame. Our game AXO teaches preteens how to recycle by sorting and identifying common household waste to save a chain of islands. AXO is made to be able to be adapted to recycling regulations around the globe, while presenting a visually pleasing and interesting world and offering a better alternative recycling game to teachers.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"33 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":"126234013","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}
引用次数: 2
PathOS+: A New Realm in Expert Evaluation PathOS+:专家评价的新领域
Atiya Nova, S. Sansalone, Pejman Mirza-Babaei
{"title":"PathOS+: A New Realm in Expert Evaluation","authors":"Atiya Nova, S. Sansalone, Pejman Mirza-Babaei","doi":"10.1145/3450337.3483495","DOIUrl":"https://doi.org/10.1145/3450337.3483495","url":null,"abstract":"Expert evaluation is commonly employed in usability research as it is fast and cost-effective. However, as it heavily relies on evaluators’ expertise, it is associated with problems of subjective interpretation. This is particularly noticeable in the games user research (GUR) field as games often aim to reach broad audiences and complex experiences in comparison to other applications. One way to improve the problems associated with subjective interpretation is to augment the evaluation with data collected from players. However collecting data from players can be time-consuming, expensive, and challenging to construct representative player samples. Building on our previous research on automated agent-based playtesting, in this work-in-progress paper we detail our new project in supplementing expert evaluation with simulated player data generated by a configurable population of artificial intelligence (AI) players.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"57 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":"122852343","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}
引用次数: 1
Placemaking for Urban Sustainability: Designing a Gamified App for Long-term, Pro-environmental Participation 城市可持续发展的场所营造:设计一个游戏化的应用程序,为长期的,亲环境的参与
Irina Paraschivoiu, Thomas Layer-Wagner
{"title":"Placemaking for Urban Sustainability: Designing a Gamified App for Long-term, Pro-environmental Participation","authors":"Irina Paraschivoiu, Thomas Layer-Wagner","doi":"10.1145/3450337.3483482","DOIUrl":"https://doi.org/10.1145/3450337.3483482","url":null,"abstract":"Engaging with urban sustainability requires not only changes in individual behavior, but also a collaborative process of decision making together with local constituents. In this paper, we argue for integrating principles of behavior change and gamification with urban participation strategies, to achieve long-term engagement of citizens. We present Smart Citizen, an app we designed by following a gradual process of engaging citizens through setting defaults, triggers and incentives, encouraging reflexivity, active participation and co-production. We evaluated Smart Citizen with 31 users who tested it for two weeks and found a positive attitude towards being more active and acting sustainably locally. Especially users who would be interested in the topic of sustainability but need more tools to establish behaviors had a positive attitude towards using Smart Citizen long-term.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"17 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":"121406597","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}
引用次数: 5
A Multidisciplinary Approach To Designing Immersive Gameplay Elements for Learning Standard-Based Educational Content 基于标准教育内容设计沉浸式游戏元素的多学科方法
Vinson Luo, Lawrence J. Klinkert, Paul Foster, Ching-Yu Tseng, Elizabeth Adams, L. Ketterlin-Geller, Eric C. Larson, Corey Clark
{"title":"A Multidisciplinary Approach To Designing Immersive Gameplay Elements for Learning Standard-Based Educational Content","authors":"Vinson Luo, Lawrence J. Klinkert, Paul Foster, Ching-Yu Tseng, Elizabeth Adams, L. Ketterlin-Geller, Eric C. Larson, Corey Clark","doi":"10.1145/3450337.3483467","DOIUrl":"https://doi.org/10.1145/3450337.3483467","url":null,"abstract":"Immersive, educational games may increase engagement and offer new affordances in assessment. Many aspects of instruction may be amenable to gameplay—but the degree of success often depends on student (and instructor) engagement. Commercial games tend to have vibrant engagement from school-aged children, but when transformed for instructional purposes, often break critical immersive gameplay elements or the established protocols of instruction. Moreover, educational game design is limited by the relevance these games have toward existing content standards and the degree to which core gameplay remains intact when educational elements are added. To this end, we present a methodology, called DeCoAD—Decomposition, Connection, and Activity Design, for learning scientists and game developers to design and evaluate immersive game mechanics for specific content standards. The three phases of the methodology guide collaborators in (1) decomposing a learning standard and an existing commercial video game into their basic elements, and (2) identifying the game’s potential capabilities to facilitate learning opportunities related to the learning standard. Furthermore, we provide examples from our ongoing experience in creating educational game mechanics for Minecraft, with evaluation from an advisory panel of critical stakeholders.","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":"124986714","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}
引用次数: 1
How can we help? Towards a design framework for performance-accommodation mechanisms for users struggling with input 我们能帮什么忙?朝着一个设计框架的性能调节机制,为用户挣扎于输入
I. Rossau, Rasmus Bugge Skammelsen, Jedrzej Czapla, B. I. Hougaard, H. Knoche, M. Jochumsen
{"title":"How can we help? Towards a design framework for performance-accommodation mechanisms for users struggling with input","authors":"I. Rossau, Rasmus Bugge Skammelsen, Jedrzej Czapla, B. I. Hougaard, H. Knoche, M. Jochumsen","doi":"10.1145/3450337.3483497","DOIUrl":"https://doi.org/10.1145/3450337.3483497","url":null,"abstract":"Maintaining balance between challenge and skills in games is critical for enjoyment, and can be applied to accommodate player performance as well as system performance for low accuracy input devices. Previous work has explored different performance-accommodation mechanisms (PAMs) for balancing, but studies have focused mainly on variables not directly related to how the PAMs lower challenge level. This paper identifies different levels of PAMs, then offers a first attempt at a coherent framework of action-level PAMs based on how they modify the mapping from player input to output.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"156 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":"131425434","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}
引用次数: 2
Noneliness: A Gamified Mobile App to Reduce Loneliness Among University Students 孤独:一个游戏化的手机应用程序,以减少大学生的孤独感
R. A. Bordini, Oliver Korn
{"title":"Noneliness: A Gamified Mobile App to Reduce Loneliness Among University Students","authors":"R. A. Bordini, Oliver Korn","doi":"10.1145/3450337.3483480","DOIUrl":"https://doi.org/10.1145/3450337.3483480","url":null,"abstract":"Loneliness, an emotional distress caused by the lack of meaningful social connections, has been increasingly affecting university students who need to deal with everyday situations in a new setting, especially those who have come from abroad. Currently there is little work on digital solutions to reduce loneliness. Therefore, this work describes the general design considerations for mobile apps in this context and outlines a potential solution. The mobile app Noneliness is used to this end: it aims to reduce loneliness by creating social opportunities through a quest-based gamified system in a secure and collaborative network of local users. The results of initial evaluations with the target audience are described. The results informed a user interface redesign as well as a review of the features and the gamification principles adopted.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"54 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":"122761282","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}
引用次数: 1
Square peg, round hole: A case study on using Visual Question & Answering in Games 方钉圆孔:在游戏中使用视觉问答的案例研究
Paulo Bala, Valentina Nisi, Mara Dionísio, N. Nunes, Stuart James
{"title":"Square peg, round hole: A case study on using Visual Question & Answering in Games","authors":"Paulo Bala, Valentina Nisi, Mara Dionísio, N. Nunes, Stuart James","doi":"10.1145/3450337.3483466","DOIUrl":"https://doi.org/10.1145/3450337.3483466","url":null,"abstract":"The discussion about what can Artificial Intelligence (AI) contribute to games has been running for a long time, however, recent advances in AI show promise of providing new kind of experiences for players and new tools for game developers. In contrast with the traditional Finite State Machine for interaction and response, we consider the scenario of Visual Question & Answering (VQA) - the automatic answering of a textual question about an image. VQA is a tool that can enrich possible answers by combining both visual and textual information. It is also trivial to extrapolate to a game setting without going away from the training domain. In this Work In Progress, we present two original prototypes designed to explore the potential of VQA in games and discuss preliminary findings originated through a Wizard of Oz (WOz) pilot study using VQA to investigate how people interact with such an AI algorithm.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"124 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":"127197629","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}
引用次数: 0
Towards Predicting Hexad User Types from Mobile Banking Data: An Expert Consensus Study 从移动银行数据预测十六进制用户类型:专家共识研究
Robbe Kimpen, Robin De Croon, V. Abeele, K. Verbert
{"title":"Towards Predicting Hexad User Types from Mobile Banking Data: An Expert Consensus Study","authors":"Robbe Kimpen, Robin De Croon, V. Abeele, K. Verbert","doi":"10.1145/3450337.3483486","DOIUrl":"https://doi.org/10.1145/3450337.3483486","url":null,"abstract":"The Hexad user types model is often used in the gamification community to tailor gamified systems. However, most often, it requires users to fill out a questionnaire, preventing an automated adaptation of the interactive system. For this reason, we explored the potential of using mobile banking data to automate the profiling of Hexad user types. In our study, we conducted an expert consensus study to research whether a group of experts (N=11) in the field of gamification and banking perceive there is a relation between the Hexad user types and banking data. The results show that experts find this relation present, indicating that automating the calculation of Hexad user types from banking data could be feasible.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"13 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":"132016695","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}
引用次数: 4
The role of fun in learning 乐趣在学习中的作用
Gabriella Tisza
{"title":"The role of fun in learning","authors":"Gabriella Tisza","doi":"10.1145/3450337.3483513","DOIUrl":"https://doi.org/10.1145/3450337.3483513","url":null,"abstract":"Fun is often considered as an essential element of learning, especially among researchers in gamification and child-computer interaction. Accordingly, enjoyment of a (non-formal) learning activity or game is frequently an important design and evaluation criteria. However, while it is often declared that learning games and playful learning activities are fun for children, empirical evidence is hard to come by as measuring fun is not straightforward. Hence, to start my PhD research, I have defined fun and designed and validated a measurement tool (FunQ) for the quantitative assessment of fun. Thereafter, by using FunQ I have investigated the effect of fun on learning. My research results indicate that fun has a positive and significant effect on learning and it also has a significant indirect positive effect on learning across influencing students' attitude about the topic. In my next study, I am planning to do an intervention to see how teachers can support the experienced fun while learning, and by this, enhance students’ learning experience and their level of learning. My aim is to turn research into practice by providing teachers with guidelines for a more fun and more effective learning.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"362 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":"133232541","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}
引用次数: 3
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