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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The Role of Uncertainty in Moment-to-Moment Player Motivation: A Grounded Theory 不确定性在即时玩家动机中的作用:一个基础理论
Shringi Kumari, Sebastian Deterding, J. Freeman
{"title":"The Role of Uncertainty in Moment-to-Moment Player Motivation: A Grounded Theory","authors":"Shringi Kumari, Sebastian Deterding, J. Freeman","doi":"10.1145/3311350.3347148","DOIUrl":"https://doi.org/10.1145/3311350.3347148","url":null,"abstract":"Uncertainty is widely acknowledged as an engaging characteristic of games. Practice and research have proposed various types and factors of game uncertainty, yet there is little work explaining when and why different kinds of uncertainty motivate, especially with respect to 'micro-level', moment-to-moment gameplay. We therefore conducted a qualitative interview study of players tracing links between uncertainty experiences, specific game features, and player motives. Data supports that uncertainty is indeed a key element in keeping players motivated moment-to-moment. We present a grounded theory of seven types of engaging gameplay uncertainty emerging from three sources - game, player, and outcome - and document links to likely underlying motives, chief among them curiosity and competence. Comparing our empirically grounded taxonomy with existing ones shows partial fits as well as identifies novel uncertainty types insufficiently captured in previous models.","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":"116 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89386981","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: 16
Incremental Game Mechanics Applied to Text Annotation 将增量游戏机制应用于文本注释
Chris Madge, R. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio
{"title":"Incremental Game Mechanics Applied to Text Annotation","authors":"Chris Madge, R. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio","doi":"10.1145/3311350.3347184","DOIUrl":"https://doi.org/10.1145/3311350.3347184","url":null,"abstract":"We argue that the mechanics of 'Ville type Free-To-Play (F2P) games in general, and incremental games in particular, is especially suited for Games-With-A-Purpose. We demonstrate this through WordClicker, an incremental game whose mechanics is designed for text labelling. We believe the design and mechanics used are highly transferable to other games featuring annotation where game design is a challenge, such as serious games and language resourcing GWAPs. The game was tested with audiences from three popular indie gaming portals, achieving promising results both for entertainment value and learning.","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":"30 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79859628","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: 16
Cross-Car, Multiplayer Games for Semi-Autonomous Driving 半自动驾驶的跨车多人游戏
Matthew Lakier, L. Nacke, T. Igarashi, Daniel Vogel
{"title":"Cross-Car, Multiplayer Games for Semi-Autonomous Driving","authors":"Matthew Lakier, L. Nacke, T. Igarashi, Daniel Vogel","doi":"10.1145/3311350.3347166","DOIUrl":"https://doi.org/10.1145/3311350.3347166","url":null,"abstract":"We investigate and characterize a design space for in-car games based on a survey of previous work, and identify an opportunity for \"cross-car\" multiplayer games played among occupants in nearby cars. This is supported by innovations in automotive technology like autonomous driving, full-window heads-up displays, and ad hoc communication between vehicles. In a custom virtual reality driving simulator, we created three games to illustrate design dimensions: Killerball, a competitive free-for-all game; Billiards, a player versus player, massively multiplayer online game with player assists; and Decoration, an idle-style game with multiplayer resource management. A 12-participant evaluation with a semi-structured interview revealed a positive response to input controls and HUDs, and suggests game genres have a similar effect on time for an emergency driving takeover task. We used insights from our process and evaluation to formulate design considerations for future cross-car games.","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":"30 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79957195","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: 21
Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite 谁购买,为什么购买?解释在线生存游戏《堡垒之夜》的iap动机
Jie Cai, D. Y. Wohn, Guo Freeman
{"title":"Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite","authors":"Jie Cai, D. Y. Wohn, Guo Freeman","doi":"10.1145/3311350.3347196","DOIUrl":"https://doi.org/10.1145/3311350.3347196","url":null,"abstract":"As a popular and free-to-play multiplayer online survival game, Fortnite not only offers novel game mechanics but also allows players to purchase special in-game items using real money. Based on an online survey of 215 Fortnite players, this paper investigates in-game behaviors that can be used to explain who is more likely to spend money in Fortnite. Specifically, players' motivations to spend real-life money were categorized; how the amount of spending was correlated with different motivations and behavioral factors was also analyzed. In contrast to prior virtual goods literature that associates in-game purchasing with social and task motivations, we found that motivations to make in-game purchases in Fortnite were less about assimilating with others and more about looking visually unique from others. We conclude by discussing how the survival genre of battle royale and other game affordances may explain these findings.","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":"7 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75454725","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: 10
Unpacking the Audio Game Experience: Lessons Learned from Game Veterans 解析音频游戏经验:资深游戏开发者的经验教训
M. Urbanek, Florian Güldenpfennig
{"title":"Unpacking the Audio Game Experience: Lessons Learned from Game Veterans","authors":"M. Urbanek, Florian Güldenpfennig","doi":"10.1145/3311350.3347182","DOIUrl":"https://doi.org/10.1145/3311350.3347182","url":null,"abstract":"People with or without visual impairments play and enjoy audio games. While this genre of computer games has attracted a strong fan base and some attention in HCI, little research has been dedicated to the people who actually play audio games in their daily life. There is a pressing need to capture the viewpoints of authentic or expert players, designers and developers to advance audio game design. Thus, we give voice to seven game veterans of sound-based gaming, i.e., people who each have more than a decade of profound experience in playing or designing audio games. We conducted a total of 14 interviews and employed grounded theory methods to unpack their experiences. We found that audio games enriched their life through creativity, play, and social exchange. Those core concepts were influenced by peripheral concepts like, inter alia, aesthetics & enjoyability, accessibility, or the availability of audio games. We show how they relate to each other and discuss design implications.","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":"64 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73723069","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: 16
Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience 多汁游戏设计:理解视觉装饰对玩家体验的影响
Kieran Hicks, K. Gerling, P. Dickinson, V. Abeele
{"title":"Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience","authors":"Kieran Hicks, K. Gerling, P. Dickinson, V. Abeele","doi":"10.1145/3311350.3347171","DOIUrl":"https://doi.org/10.1145/3311350.3347171","url":null,"abstract":"Visual embellishments (VEs) are design elements that support information already conveyed by other means. In games, this concept is known as juiciness, and refers to the provision of redundant feedback in situations where a single player action triggers multiple non-functional reactions. Academia and industry both view the concept as a means of improving player experience; however, empirical evidence to back the assumption is lacking. Here, we present findings from two studies: one initial study with 40 participants comparing the effects of visual embellishments in two research games, the Frogger-clone Cuber, and the FPS game Dungeon Descent, and a second study with 32 participants using the commercially available game Quake 3 Arena. Results show that visual embellishments contribute to the visual appeal of all games, but only affects aspects such as competence under specific circumstances. We discuss implications of our findings for the integration of visual embellishments and juiciness, and their relevance for game development.","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":"3 2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88064283","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: 32
Crowdjump: Investigating a Player-Driven Platform Game Crowdjump:调查一款玩家驱动的平台游戏
Pascal Lessel, Maximilian Altmeyer, Nicolas Brauner
{"title":"Crowdjump: Investigating a Player-Driven Platform Game","authors":"Pascal Lessel, Maximilian Altmeyer, Nicolas Brauner","doi":"10.1145/3311350.3347168","DOIUrl":"https://doi.org/10.1145/3311350.3347168","url":null,"abstract":"We present Crowdjump, a player-driven online platform game: players could post ideas on how to improve the game, the platform, or any related aspect. Continuously, all players could then choose ideas which were implemented and released on a daily basis. We conducted an exploratory study with 25 players over the course of 23 days and aimed at releasing two features per day. We analyzed idea types and could show that players did not change an idea voting scheme based on up- and down-votes and were more focused on changing the game than any other component. In contrast, features that would improve the community feeling or would help to improve ideas of others were not often suggested or selected. Nonetheless, the experience was rated as quite enjoyable by players, showing the appeal of such a player-driven game design approach and the relevancy for further research in this context.","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":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81461272","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: 8
Player Characteristics and Video Game Preferences 玩家特征和电子游戏偏好
G. F. Tondello, L. Nacke
{"title":"Player Characteristics and Video Game Preferences","authors":"G. F. Tondello, L. Nacke","doi":"10.1145/3311350.3347185","DOIUrl":"https://doi.org/10.1145/3311350.3347185","url":null,"abstract":"The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by combining and analyzing two datasets (N = 188 and N = 332) containing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants' preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game.","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":"53 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91137345","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: 27
A Canvas for Participation-Centered Game Design 以参与为中心的游戏设计
L. Pereira, Rui Craveirinha, Licinio Gomes Roque
{"title":"A Canvas for Participation-Centered Game Design","authors":"L. Pereira, Rui Craveirinha, Licinio Gomes Roque","doi":"10.1145/3311350.3347154","DOIUrl":"https://doi.org/10.1145/3311350.3347154","url":null,"abstract":"The Game Design activity is often conditioned by pre-existing assumptions of what constitutes a game and its constituting elements, which can lead to repetitive designs and all too familiar experiences. In trying to support the education of a new generation of designers so as to leave the comfort zone of familiar objects, we proposed a design canvas with six perspectives for which to conceptualize player participation in the experience. For each perspective, we proposed a set of questions designed to prompt new lines of thought regarding design intent, game object, and player participation. The canvases were tested throughout three research iterations and improved based on qualitative evaluations of their influence in game design learning processes. The canvas was generally found to be effective at quickly pulling inexperienced game design participants to consider a variety of innovative play experiences, beyond what we would expect from derivative design from examples.","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":"75 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86385544","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
A Framework for Motivating Sketching Practice with Sketch-based Gameplay 用基于素描的游戏玩法激励素描练习的框架
Blake Williford, Matthew Runyon, Josh Cherian, Wayne Li, J. Linsey, T. Hammond
{"title":"A Framework for Motivating Sketching Practice with Sketch-based Gameplay","authors":"Blake Williford, Matthew Runyon, Josh Cherian, Wayne Li, J. Linsey, T. Hammond","doi":"10.1145/3311350.3347175","DOIUrl":"https://doi.org/10.1145/3311350.3347175","url":null,"abstract":"Sketching is a valuable skill to learn but requires extensive motivation and practice to improve. We present a framework for motivating practice with sketch-based gameplay that is rooted in a grounded theory study of the motivations of various individuals with different skills levels. The individuals interviewed included a range from novice and intermediate industrial design students to established design professionals. Four categories emerged that explain the differences in motivation between individuals with different skill levels, including achievement, competition, communication, and creativity. We also present a case study of the implementation of two different gameplay approaches for encouraging line work practice in a high school art course and a university sketching course. The study revealed that both approaches were very engaging and motivating to students, with 72,842 lines practiced across the 150 students overall. We also gained insights about how the approaches differed in motivating students, and share principles we learned on motivating students with gameplay that may be useful to other researchers, educators, and technologists.","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":"56 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88510796","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: 9
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