S. Hallifax, A. Serna, J. Marty, G. Lavoué, É. Lavoué
{"title":"Factors to Consider for Tailored Gamification","authors":"S. Hallifax, A. Serna, J. Marty, G. Lavoué, É. Lavoué","doi":"10.1145/3311350.3347167","DOIUrl":"https://doi.org/10.1145/3311350.3347167","url":null,"abstract":"Gamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users' profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motivational impact of certain game elements varies with the user activity or the domain of gamified systems.","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":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90967936","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":"Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a Strategy Game","authors":"Geoff F. Kaufman, M. Flanagan, Gili Freedman","doi":"10.1145/3311350.3347177","DOIUrl":"https://doi.org/10.1145/3311350.3347177","url":null,"abstract":"Harsher socio-cultural sanctions against cross-gender role play amongst boys versus girls create comparatively greater pressure for boys to adhere to traditional gender roles [29]. At the same time, strategically orchestrated play experiences may offer a potential means of counteracting this pressure. In the present research, a pair of randomized experiments, involving a strategy game that puts players in the role of princesses, revealed a positive impact of delaying the timing of the revelation of the characters' gender (Study 1) and reducing the degree of femininity of the illustrated representation of the characters (Study 2) on boys' evaluations of the game, level of experience-taking (identification and role assumption) with the princess characters, and shift in both gender perceptions and self-perceptions. Together, these findings illustrate that strategic design choices can facilitate boys' adoption of cross-gender personae and open the door to malleability in adherence to rigid gender roles and norms.","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":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84337026","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}
Soomin Kim, Gyuho Lee, Seo-young Lee, Sanghyuk Lee, Joonhwan Lee
{"title":"Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows","authors":"Soomin Kim, Gyuho Lee, Seo-young Lee, Sanghyuk Lee, Joonhwan Lee","doi":"10.1145/3311350.3347187","DOIUrl":"https://doi.org/10.1145/3311350.3347187","url":null,"abstract":"Live quiz shows that make use of mobile applications embed aspects of both games and live streaming. To understand users' motivations and experiences related to these mobile quiz shows, we used a mixed-methods approach that includes interviews (N = 16) and a survey (N = 296). We conducted a thematic analysis of interviews to identify seven motivations, five of which were verified through a factor analysis of survey data: interactivity, offline integration, achievement, ease of enjoyment, and financial incentives. Moreover, we examined how those motivations influenced users' perceptions of the apps and their in-app behavior patterns. The motivations of offline integration and financial incentives positively affected users' frequency of app usage, their recommendation of the app, and their habitual usage. This result implies that, to drive persistent usage, it is important to foster social integration and to properly balance both the average chance of winning and the amount of distributed prize money. Furthermore, our results suggest new directions for using design implications to improve user engagement.","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":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81438464","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":"ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment","authors":"Pratheep Kumar Paranthaman, Seth Cooper","doi":"10.1145/3311350.3347163","DOIUrl":"https://doi.org/10.1145/3311350.3347163","url":null,"abstract":"Iterative playtesting of games is crucial, but remains a time consuming and ad-hoc process. In this work, we streamlined and systematized the playtesting process by adding support for crowdsourced, on-demand playtesting directly into a game development environment to test and evaluate platform games. Our system, called ARAPID (As Rapid As Possible Iterative Design), manages playtesting from a control panel in Unity and recruits players from Mechanical Turk. With this system, game designers can launch playtests and visualize results directly in the editor. To better understand and evaluate this approach, we ran three studies on two basic platform games. First, a game designer used ARAPID to playtest and rapidly iterate on the design of the games; we found the games were improved toward specific design goals. Second, we analyzed the impact of different forms of recruitment on playtesting speed; we found that pre-recruitment and over-recruitment of players can reduce the time needed to run playtests. Third, we analyzed the impact of players' familiarity with the game on the precision of playtest results; we found that whether or not players are allowed to replay the game can impact results.","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":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86534472","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":"Effects of Background Music on Risk-Taking and General Player Experience","authors":"Katja Rogers, Matthias Jörg, M. Weber","doi":"10.1145/3311350.3347158","DOIUrl":"https://doi.org/10.1145/3311350.3347158","url":null,"abstract":"Music affects our emotions and behaviour in real life, yet despite its prevalence in games, we have a limited understanding of its potential as a tool to explicitly influence player experience and behaviour in games. In this work, we investigate whether we can affect players' risk-taking behaviour through the presence and attributes of background music. We built a game that operationalizes risk behaviour by repeatedly giving players the choice between a safe but less rewarding course, and a risky but potentially more rewarding course. In a mixed-design user study (N=60), we explored the impact of music presence, tempo, and affective inflection on players' in-game risk behaviour and overall player experience. We found an effect of music presence on risk behaviour in the first playthrough, i.e., in the absence of other prior knowledge about the game. Further, music affect and tempo affected player immersion, as well as experienced mastery and challenge. Based on these findings, we discuss implications for game design and future research directions.","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":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88313261","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":"Proceedings of the Annual Symposium on Computer-Human Interaction in Play","authors":"Joan Arnedo, L. Nacke","doi":"10.1145/3311350","DOIUrl":"https://doi.org/10.1145/3311350","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":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89628529","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}
R. B. Paradeda, M. J. Ferreira, Raquel Oliveira, C. Martinho, A. Paiva
{"title":"The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters","authors":"R. B. Paradeda, M. J. Ferreira, Raquel Oliveira, C. Martinho, A. Paiva","doi":"10.1145/3311350.3347162","DOIUrl":"https://doi.org/10.1145/3311350.3347162","url":null,"abstract":"Can social agents be assertive and persuade users? To what extent do the persuasion abilities of robots depend on the users' own traits? In this paper, we describe the results of a study in which participants interacted with robotic Non-Player Characters (NPC) displaying different levels of assertiveness (high and low), in a storytelling scenario. We sought to understand how the level of assertiveness displayed by the robots impacted the participants' decision-making process and game experience. Our results suggest that NPCs displaying lower levels of assertiveness evoke more positive emotional responses but are not more effective at influencing players' decisions when compared to NPCs displaying higher levels of this trait. However, NPCs displaying a personality trait are more effective persuaders than NPCs not displaying this feature. Overall, this paper highlights the importance of considering the player's personality and its relation to task-specific attributes during the process of 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":"68 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79994037","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}
Katta Spiel, Sultan A. Alharthi, Andrew Jian-lan Cen, Jessica Hammer, L. Nacke, Z. Toups, Theresa Jean Tanenbaum
{"title":"\"It Started as a Joke\": On the Design of Idle Games","authors":"Katta Spiel, Sultan A. Alharthi, Andrew Jian-lan Cen, Jessica Hammer, L. Nacke, Z. Toups, Theresa Jean Tanenbaum","doi":"10.1145/3311350.3347180","DOIUrl":"https://doi.org/10.1145/3311350.3347180","url":null,"abstract":"With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers' perspectives on idle games and their design to a growing body of literature on the genre.","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":"87 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73152264","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}
Zhuoming Zhou, Elena Márquez Segura, Jared Duval, Michael John, K. Isbister
{"title":"Astaire","authors":"Zhuoming Zhou, Elena Márquez Segura, Jared Duval, Michael John, K. Isbister","doi":"10.1145/3311350.3347152","DOIUrl":"https://doi.org/10.1145/3311350.3347152","url":null,"abstract":"Despite the growth of Virtual Reality (VR), the design space of collocated social play in VR remains narrow. Here we present Astaire, a collaborative hybrid VR dance game for two players sharing an HTC Vive VR system. The game resulted from a design research process using embodied design methods, and drawing upon concepts in HCI and Play Design, including social affordances, and asymmetric and interdependent play. Here we present insights from a study playtesting Astaire alongside two VR games that inspired ours: Keep Talking and Nobody Explodes (KTNE), and Audioshield. We examined players' and spectators' enjoyment, and interpersonal relationships, which were self-reported higher for Astaire. Using data from semi-structured interviews, we foreground design elements that impacted our participants' play experience, grouped under the themes of balance of players' roles, the physicality afforded by the game, and the social experience enabled. Our work contributes to opening the design space of hybrid collocated VR--through our game, we surface inspirational design concepts in HCI, and share design knowledge gained during our design process.","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":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75398013","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}
Yan Wang, Zhuying Li, Robert S. Jarvis, A. Russo, R. A. Khot, F. Mueller
{"title":"Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream","authors":"Yan Wang, Zhuying Li, Robert S. Jarvis, A. Russo, R. A. Khot, F. Mueller","doi":"10.1145/3311350.3347194","DOIUrl":"https://doi.org/10.1145/3311350.3347194","url":null,"abstract":"There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of \"playful gustosonic experiences\", we present a design and study of a novel capacitive-sensing ice cream cone, \"iScream!\". In a study with 32 participants, the cone played four different sounds (a roaring, crunchy, giggling, and burping sound in order to explore fantasy facilitation, food congruency, anthropomorphism and bodily response) when eating ice cream. The results are two themes derived from six findings each, which detail how players explored the different auditory interaction possibilities with their eating actions while the sounds in turn modified those eating actions. Based on these findings, we present four design tactics for designers aiming to create playful gustosonic experiences to ultimately facilitate a more playful relationship with food.","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":"177 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74504455","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}