{"title":"Introducing a Revised Lexical Approach to Study User Experience in Game Play by Analyzing Online Reviews","authors":"Miaoqi Zhu, Xiaowen Fang","doi":"10.1145/2677758.2677760","DOIUrl":"https://doi.org/10.1145/2677758.2677760","url":null,"abstract":"This paper proposes a revised lexical approach to understand user experience in game play by analyzing online game reviews. The lexical approach is originally used by psychologists to study personality traits [1]. We argue that game players have used natural languages to describe computer games and their experiences over time, and that the most important characteristics of game play experience would be reflected in player language. Therefore, user experience during game play can be studied by examining the vocabularies used by players in online reviews. Based on 696,801 reviews downloaded from three major game websites, the lexical approach was adapted to analyze textual content pertaining to computer games. Six major factors (playability, creativity, usability, competition, sensation, and strategy) were identified and ranked. While playability, creativity, and usability suggest how to measure success of a game, competition, sensation, and strategy provide three effective stimuli to game enjoyment. The implications of the revised lexical approach and findings from this study were discussed.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124709501","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}
María Guadalupe Alvarez Díaz, Marcus Toftedahl, T. Svensson
{"title":"The Mystery of Elin. Incorporating a City Cultural Program on History and Heritage into a Pervasive Game","authors":"María Guadalupe Alvarez Díaz, Marcus Toftedahl, T. Svensson","doi":"10.1145/2677758.2677768","DOIUrl":"https://doi.org/10.1145/2677758.2677768","url":null,"abstract":"This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the medium to convey content along with features shared by pervasive games, such as mobile exploration, team work, and the combination of virtual and real worlds. It includes the process of adapting history to storytelling and the results of using a method to evaluate the experience.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126886010","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 Dawn of the Dark Ride at the Amusement Park","authors":"J. Zika","doi":"10.1145/2677758.2677775","DOIUrl":"https://doi.org/10.1145/2677758.2677775","url":null,"abstract":"Plotting the evolution of the dark amusement park ride is important in understanding the hybrid nature of the entertainment industry we see today. This paper looks specifically at two amusement park rides and shows how they form an important landmark in the evolution of immersive technology. The investigation focuses on Pittsburgh's Old Mill Ride (1905) in the USA and Blackpool's River Caves (1907) in the UK. Two rides which were the first of their kind and represent the solidification of technical and conceptual approaches being developed on both sides of the pacific. Whilst these rides are mentioned in isolation in a small number of academic texts, their connection and importance in the timeline of popular media has been overlooked. A combination of field and historical research examines how these rides were unique and influenced other media that preceded them.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127769443","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":"Perspective Shifting: Humour and Comedy in Games","authors":"Geoffrey Hookham, M. Meany","doi":"10.1145/2677758.2677776","DOIUrl":"https://doi.org/10.1145/2677758.2677776","url":null,"abstract":"In this paper, we offer a distinction between comedy and humour. This distinction is employed to examine the intentional, scripted comedy and the context-driven, ludic emergence of humour in the game Portal. The game is examined, through content analysis of the game's transcript, using Berger's categories and techniques of comedy and Apter and Martin's Reversal Theory of Humour. The results of this pairing of theoretical approaches suggest there is an oscillation in the affective state of the player between the telic and paratelic states defined in Reversal Theory, and provide at least another lens through which researchers can analyse and map affective states and their shifts.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129707371","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":"Measuring Learning in Video Games: A Case Study","authors":"A. Fowler, B. Cusack, Alessandro Canossa","doi":"10.1145/2677758.2677771","DOIUrl":"https://doi.org/10.1145/2677758.2677771","url":null,"abstract":"There has been an active debate on the value and relevance of the use of video games for learning. Some of this interest stems from frustration with current educational tools. Some of this interest stems from observations of large numbers of people that play video It uses a method for evaluating indicators of cognition that take place within a commercial video game using psychophysiological methods. From the results, an interpretation has been developed that implies that there is potential for accelerated learning gained by playing commercial video games.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129004565","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":"Protocol E: An Implementation of a Novel, Agent Based, Control Scheme for Real Time Strategy Games","authors":"M. Cabanag","doi":"10.1145/2677758.2677795","DOIUrl":"https://doi.org/10.1145/2677758.2677795","url":null,"abstract":"Contemporary real time strategy games (RTS) have given particular emphasis on micromanagement. Protocol E takes a different direction by adopting a novel agent based control scheme proposed in 2012. Protocol E is intended as a demonstration of the viability and versatility of this kind of control scheme in RTS games. The game can run on control pads as well as keyboards and mice or touchpads.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132772627","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 Systematic Review of Cybersickness","authors":"Simon Davis, K. Nesbitt, E. Nalivaiko","doi":"10.1145/2677758.2677780","DOIUrl":"https://doi.org/10.1145/2677758.2677780","url":null,"abstract":"The uptake of new interface technologies, such as the Oculus Rift have generated renewed interest in virtual reality especially for private entertainment use. However, long standing issues with unwanted side effects, such as nausea from cybersickness, continue to impact on the general use of devices such as head mounted displays. This in turn has slowed the uptake of more immersive interfaces for computer gaming and indeed more serious applications in training and health. In this paper we report a systematic review in the area of cybersickness with a focus on measuring the diverse symptoms experienced. Indeed the related conditions of simulator sickness and motion sickness have previously been well studied and yet many of the issues are unresolved. Here we report on these issues along with a number of measures, both subjective and objective in nature, using either questionnaires or psychophysiological measures that have been used to study cybersickness. We also report on the factors, individual, device related and task dependent that impact on the condition. We conclude that there remains a need to develop more cost-effective and objective physiological measures of both the impact of cybersickness and a person's susceptibility to the condition.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"183 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115068060","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":"Social Play Spaces for Active Community Engagement","authors":"J. Gavin, Ben Kenobi, A. Connor","doi":"10.1145/2677758.2677789","DOIUrl":"https://doi.org/10.1145/2677758.2677789","url":null,"abstract":"This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer active participant engagement and the development of the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built physical interface devices and multiplayer video games.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116793583","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}