{"title":"From Rivers to Stars: Indigenous Self-Determination in Games and XR","authors":"Elizabeth LaPensée","doi":"10.1145/3410404.3423542","DOIUrl":"https://doi.org/10.1145/3410404.3423542","url":null,"abstract":"Along the River of Spacetime opens from within 360° footage of a wigwam. You are welcomed to look to the sky to activate stars to form constellations. In doing so, you are teleported across non-linear seasons as you contribute to the restoration of lands and waters in the present. Meanwhile, in When Rivers Were Trails, you are challenged to make a journey because you've been displaced from your territory in the 1890's, with requests to participate in resistances, confrontations with Indian Agents, and crossing rivers by canoe along the way to finding a new sense of home. Whether interfacing through headsets, keyboards, or touchscreens, the myriad of games and XR discussed in this talk are informed by Indigenous self-determination, meaning they are led by Indigenous voices, which in turn informs the possibilities of interactions.","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":"44 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86332394","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":"Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills","authors":"Thaleia Deniozou, Mariza Dima, Chris Cox","doi":"10.1145/3410404.3414230","DOIUrl":"https://doi.org/10.1145/3410404.3414230","url":null,"abstract":"Taking effective notes is an important skill in academic and professional settings and one that is cultivated primarily in Higher Education (HE). However, students often find it difficult to effectively record important information in their notes [37], while it has been suggested that they often record less than 50% of the key information of a lecture [15]. Games can be a powerful way to help students learn [30]. Yet, to date, there is scarce empirical research on games specifically designed to help HE students develop note-taking skills where the design has been directly informed by note-taking learning theories. This study applies such theories in the design of the mechanics for an educational game for note-taking, entitled Investigate: Tudors, and evaluates their effectiveness and engaging potential. Results from qualitative evaluations with HE students showed that the game was a successful tool to help them develop note-taking skills. This article discusses the game design approach and the evaluation results, and contributes with effective strategies for designing serious games for note-taking.","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":"31 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82689852","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}
Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, L. Nacke
{"title":"Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology","authors":"Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, L. Nacke","doi":"10.1145/3410404.3414245","DOIUrl":"https://doi.org/10.1145/3410404.3414245","url":null,"abstract":"Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisual thematic cohesion (i.e., the harmonic fit of sounds and graphics to a shared theme) of video game elements. We studied players' experience of thematic cohesion in two between-subjects, independent-measures experiments (N=109) across four conditions differing in their level of audiovisual thematic fit. Participants' experiences were assessed with physiological and psychometric measurements to understand the effect of game atmosphere on player experience. Results indicate that a lack of thematic fit between audio and visuals lowers the degree of perceived atmosphere, but that while audiovisual thematic dissonance may lead to higher-intensity negative-valence facial events, it does not impact self-reported player experience or immersion.","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":"83010561","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}
Martin Kocur, Melanie Kloss, V. Schwind, Christian Wolff, N. Henze
{"title":"Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance","authors":"Martin Kocur, Melanie Kloss, V. Schwind, Christian Wolff, N. Henze","doi":"10.1145/3410404.3414261","DOIUrl":"https://doi.org/10.1145/3410404.3414261","url":null,"abstract":"Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereotypical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral changes caused by an avatar's appearance can affect players' performance in physically engaging tasks. Therefore, we conducted a study with 30 participants to determine the effect of avatars' muscularity on physical performance and perception of effort. We found that participants in muscular avatars had a lower perceived exertion during an isometric force task. Furthermore, male participants embodying a muscular avatar had a higher grip strength. Results suggest that embodying avatars associated with power and strength can decrease the perception of effort and enhance physical performance. We discuss how body ownership, user identification, and gender moderate avatars' effects.","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":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91066441","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}
Katreen Boustani, A. Tally, Y. Kim, Christena Nippert-Eng
{"title":"Gaming the Name: Player Strategies for Adapting to Name Constraints in Online Videogames","authors":"Katreen Boustani, A. Tally, Y. Kim, Christena Nippert-Eng","doi":"10.1145/3410404.3414259","DOIUrl":"https://doi.org/10.1145/3410404.3414259","url":null,"abstract":"Videogame players must negotiate their preferences and manage their identities within the infrastructural constraints of their respective gaming platforms. We studied the creation of usernames--the names players use to represent themselves in online videogames--to understand what happens when the demands of a game, platform, or service are at odds with gamers? desires. Through a series of open-ended, semi-structured interviews (N=30) conducted with online videogame players, we found that usernames are co-constructed via a process of negotiation in which players adjust their ideal tags using a variety of adaptive strategies, or workarounds, to find suitable options. In response to unique name requirements, character limitations, language filters, and in-game moderation, workarounds such as tweaking preferred usernames, preemptively avoiding certain names, and keeping secondary choices as back-ups allowed players to satisfy some of their name preferences while still facilitating access to their gaming platform of choice.","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":"85 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82871655","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":"Can Children Emulate a Robotic Non-Player Character's Figural Creativity?","authors":"Safinah Ali, Hae Won Park, C. Breazeal","doi":"10.1145/3410404.3414251","DOIUrl":"https://doi.org/10.1145/3410404.3414251","url":null,"abstract":"Can intelligent non-player game characters (NPCs) increase children's creativity during collaborative gameplay? Children's creativity is influenced by collaborative play with creative peers through social emulation. In this paper, we study children's emulation of an AI-enabled social Non-Player Character (NPC) as a new type of game mechanism to elicit creative expression. We developed Magic Draw, a collaborative drawing game designed to foster children's figural creativity that allows us to investigate the efficacy of an NPC's creativity demonstration in enhancing children's creativity in the resulting drawings. The NPC is an emotively expressive social robot that plays Magic Draw with a child as a peer-like playmate. We present the results of a study in which participants co-draw figures with a social robot that demonstrates different levels of figural creativity, to understand whether an NPC's creativity in its own contributions stimulates figural creativity in children. 78 participants (ages 5--10) were randomly assigned to a non-creative robot control condition (C-) and a creative robot condition (C+). Participants who interacted with the creative robot generated significantly more creative drawings, and hence exhibited higher levels of figural creativity. We infer that the social robotic peers' demonstration of figural creativity in a collaborative drawing game is emulated by young children. We discuss a new game design principle grounded in the social learning mechanism of emulation, specifically, that social and intelligent NPCs in games should demonstrate creative behavior to foster the same in human players.","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":"93 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88356449","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":"Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite","authors":"Lingyuan Li, Guo Freeman, D. Y. Wohn","doi":"10.1145/3410404.3414262","DOIUrl":"https://doi.org/10.1145/3410404.3414262","url":null,"abstract":"This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.","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":"5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87744137","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}
Dmitry Alexandrovsky, Georg Volkmar, Maximilian Spliethöver, Stefan Finke, M. Herrlich, Tanja Döring, Jan David Smeddinck, R. Malaka
{"title":"Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure Therapy","authors":"Dmitry Alexandrovsky, Georg Volkmar, Maximilian Spliethöver, Stefan Finke, M. Herrlich, Tanja Döring, Jan David Smeddinck, R. Malaka","doi":"10.1145/3410404.3414222","DOIUrl":"https://doi.org/10.1145/3410404.3414222","url":null,"abstract":"Overcoming a range of challenges that traditional therapy faces, VRET yields great potential for the treatment of phobias such as acrophobia, the fear of heights. We investigate this potential and present playful user-generated treatment (PUT), a novel game-based approach for VRET. Based on a requirement analysis consisting of a literature review and semi-structured interviews with professional therapists, we designed and implemented the PUT concept as a two-step VR game design. To validate our approach, we conducted two studies. (1) In a study with 31 non-acrophobic subjects, we investigated the effect of content creation on player experience, motivation and height perception, and (2) in an online survey, we collected feedback from professional therapists. Both studies reveal that the PUT approach is well applicable. In particular, the analysis of the user study shows that the design phase leads to increased interest and enjoyment without notably influencing affective measures during the exposure session. Our work can help guiding researchers and practitioners at the intersection of game design and exposure therapy.","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":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87263854","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 Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress","authors":"Stefan Liszio, Oliver Basu, M. Masuch","doi":"10.1145/3410404.3414263","DOIUrl":"https://doi.org/10.1145/3410404.3414263","url":null,"abstract":"The feeling of lying in the restricted bore of an MRI scanner, surrounded by loud noises and not allowed to move, is a psychological burden for patients. Children especially have problems to lie still during the examination and sometimes exhibit intense fear reactions. Therefore, children are frequently sedated before the examination. We introduce the concept and implementation of a virtual reality (VR) game as a medication-free alternative for children, aiming to reduce anxiety, stress, and boredom during MRI examinations. Playing or just watching an animated space story in VR provides distraction and relaxation to the patients. We pursued a child-centered, participatory design process and derived design requirements from the results of two workshops with children in a hospital school (N = 15) and a primary school (N = 14), as well as a focus group test with a prototype. We propose VR games as a solution to enhance the well-being of children during medical interventions and show a way to approach a user-centered and targeted game design.","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":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90295381","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":"I Don't Care as Long as It's Good: Player Preferences for Real-Time and Turn-Based Combat Systems in Computer RPGs","authors":"Ville Mäkelä, A. Schmidt","doi":"10.1145/3410404.3414248","DOIUrl":"https://doi.org/10.1145/3410404.3414248","url":null,"abstract":"Combat systems are a fundamental part of computer role-playing games (RPGs). Popular media articles and online discussions suggest that players have very strong opinions on combat styles, in particular, whether they like RPGs with real-time or turn-based combat systems. However, there is little scientific research into this question. With our research we aim to systematically explore combat style preferences and determine the underlying reasons for preferring certain types over others. To this end, we analyzed a set of online discussions (546 posts) with regard to three broad combat system categories: Real-Time (RT), Turn-Based (TB), and Real-Time with Pause (RTwP). Our results suggest that while most players indeed do have a preference for one combat style, most players are still largely or completely open to other styles of combat. We furthermore identify common positive and negative traits of different combat styles and discuss implications for combat design.","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":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84933255","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}