Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play最新文献

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Interactive Gamification for New Experimental Music: Initial Findings 新实验音乐的互动游戏化:初步发现
Juan Carlos Vasquez Gomez
{"title":"Interactive Gamification for New Experimental Music: Initial Findings","authors":"Juan Carlos Vasquez Gomez","doi":"10.1145/3505270.3558341","DOIUrl":"https://doi.org/10.1145/3505270.3558341","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"115 1","pages":"103-106"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88697425","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
Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques 重定向屏蔽策略:理解重定向技术的注意转移方法
Kasper de Vries, P. V. D. Putten
{"title":"Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques","authors":"Kasper de Vries, P. V. D. Putten","doi":"10.1145/3505270.3558334","DOIUrl":"https://doi.org/10.1145/3505270.3558334","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"32 1","pages":"209-214"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76092070","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
A Serious Game to Battle Depression 一款对抗抑郁的严肃游戏
Águeda Gómez Cambronero
{"title":"A Serious Game to Battle Depression","authors":"Águeda Gómez Cambronero","doi":"10.1145/3450337.3483520","DOIUrl":"https://doi.org/10.1145/3450337.3483520","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"46 1","pages":"401-402"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85385732","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
Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic 打破魔圈:使用一个有说服力的游戏来建立对护理人员的同情,并在大流行期间增加公民的责任
Ellie Holliday
{"title":"Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic","authors":"Ellie Holliday","doi":"10.1145/3450337.3483511","DOIUrl":"https://doi.org/10.1145/3450337.3483511","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"38 1","pages":"339-344"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76898055","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
Play, Children, & Being Digital: Exploring Children's Autotelic Play in Digital Spaces 游戏、儿童与数字化:探索儿童在数字空间中的自动游戏
Fiona M Loudoun
{"title":"Play, Children, & Being Digital: Exploring Children's Autotelic Play in Digital Spaces","authors":"Fiona M Loudoun","doi":"10.1145/3450337.3483517","DOIUrl":"https://doi.org/10.1145/3450337.3483517","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"22 1","pages":"409-410"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78508342","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
Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response 适应性游戏:作为个体化压力反应的基于游戏的应对行为的检验
Tiernan J. Cahill
{"title":"Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response","authors":"Tiernan J. Cahill","doi":"10.1145/3450337.3483522","DOIUrl":"https://doi.org/10.1145/3450337.3483522","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"24 1","pages":"388-390"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73969064","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
CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021 CHI PLAY '21:游戏中的人机交互年度研讨会,虚拟事件,奥地利,2021年10月18-21日
{"title":"CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021","authors":"","doi":"10.1145/3450337","DOIUrl":"https://doi.org/10.1145/3450337","url":null,"abstract":"","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78031885","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
A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality 面向所有人的虚拟空间:探索儿童在社会虚拟现实中的体验
Divine Maloney, Guo Freeman, Andrew C. Robb
{"title":"A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality","authors":"Divine Maloney, Guo Freeman, Andrew C. Robb","doi":"10.1145/3410404.3414268","DOIUrl":"https://doi.org/10.1145/3410404.3414268","url":null,"abstract":"Social virtual reality (VR) is increasingly becoming an emerging online social ecosystem where multiple users can interact with one another through VR head-mounted displays in 3Dvirtual spaces. The co-existence of minors and adults in social VR presents unique challenges and opportunities regarding how these two groups interact with each other in these shared virtual social spaces, which is a timely and understudied topic in HCI and CHI PLAY. In this paper, we report our findings of a participatory observation study to explore the interaction dynamics between minors and between minors and adults in social VR. Our findings contribute to a better understanding of young people's engagement with technology and point to future directions for designing safer and more socially satisfying social VR experiences for minors.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"80 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80032782","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: 41
Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends 团队竞争游戏中的有害行为:以《英雄联盟》为例
Yubo Kou
{"title":"Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends","authors":"Yubo Kou","doi":"10.1145/3410404.3414243","DOIUrl":"https://doi.org/10.1145/3410404.3414243","url":null,"abstract":"Toxic behaviors in online gaming such as flaming and harassment have been gaining attention from the research community, yet little consensus has formed about what constitutes toxic behavior. Game developers usually maintain a classification system of toxic behaviors, which oftentimes fails to reflect the dynamic and developing forms of toxicity. In this paper, we consider toxic behavior as situated action, and seek to establish a taxonomy of toxic behaviors from a player perspective in League of Legends, currently one of the largest Esports games in the world. Our findings include five primary types of toxic behaviors, as well as five contextual factors that could lead to toxic behavior. In doing so, we provide a holistic, detailed account of toxic behavior in a team-based competitive gaming context, highlight the role of player perspective in explaining toxic behavior, and extend existing scholarly discussions on toxicity and moderation.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82421467","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: 50
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game 改变和休息一样好吗?比较平台游戏中间隔练习的中断类型
Brandon Piller, Colby Johanson, Cody J. Phillips, C. Gutwin, R. Mandryk
{"title":"Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game","authors":"Brandon Piller, Colby Johanson, Cody J. Phillips, C. Gutwin, R. Mandryk","doi":"10.1145/3410404.3414225","DOIUrl":"https://doi.org/10.1145/3410404.3414225","url":null,"abstract":"The development of skill in games is of interest to players and designers. Spaced practice in games, i.e., adding breaks to core gameplay, has been shown to improve performance over playing continuously; however, it is unclear if the benefits of spaced practice apply in complex games that combine several skills and elements. Further, many break-like activities are already present in games (e.g., cutscenes, mini-games, leaderboards, loading screens) and we do not know whether engaging with these as breaks reduces the benefits of spaced practice. We built a custom 2D platform game in which players wall-jump, swing, via a grapple hook and double-jump through an obstacle course and used it as the core gameplay activity in two experiments---one to test if spaced practice improves performance in a complex game, and another to determine how spaced practice is affected by the choice of in-game break activity. We show that spaced practice significantly improves skill development in a complex platformer game; that spaced practice is effective across several types of ecologically-valid break activities; and that the use of short breaks does not subvert flow states during play.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87886563","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: 7
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