{"title":"公共展示:互动公共屏幕上的社交游戏","authors":"Travis Cox, M. Carter, Eduardo Velloso","doi":"10.1145/3010915.3010917","DOIUrl":null,"url":null,"abstract":"In this paper we introduce, examine, and reflect on player and spectator interaction, socialization, and engagement with two gesture-based multiplayer games deployed on two sensor-enabled and networked semi-public campus displays. One within a transitory corridor, the other in an open plan combined study area and student services space. Our results show that sensor placement and installation contexts of the display, as well as how players are introduced to the interaction techniques of the game, affect the screens' capacity to support social play. We subsequently offer concrete recommendations on how public display games can be built to encourage social play between two to four participants, limit social embarrassment, and encourage spectators to become active players. In doing so, we extend prior work that has primarily focused on single-user or crowd-based interaction.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"157 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":"{\"title\":\"Public DisPLAY: social games on interactive public screens\",\"authors\":\"Travis Cox, M. Carter, Eduardo Velloso\",\"doi\":\"10.1145/3010915.3010917\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we introduce, examine, and reflect on player and spectator interaction, socialization, and engagement with two gesture-based multiplayer games deployed on two sensor-enabled and networked semi-public campus displays. One within a transitory corridor, the other in an open plan combined study area and student services space. Our results show that sensor placement and installation contexts of the display, as well as how players are introduced to the interaction techniques of the game, affect the screens' capacity to support social play. We subsequently offer concrete recommendations on how public display games can be built to encourage social play between two to four participants, limit social embarrassment, and encourage spectators to become active players. In doing so, we extend prior work that has primarily focused on single-user or crowd-based interaction.\",\"PeriodicalId\":309823,\"journal\":{\"name\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"volume\":\"157 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"17\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3010915.3010917\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3010915.3010917","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Public DisPLAY: social games on interactive public screens
In this paper we introduce, examine, and reflect on player and spectator interaction, socialization, and engagement with two gesture-based multiplayer games deployed on two sensor-enabled and networked semi-public campus displays. One within a transitory corridor, the other in an open plan combined study area and student services space. Our results show that sensor placement and installation contexts of the display, as well as how players are introduced to the interaction techniques of the game, affect the screens' capacity to support social play. We subsequently offer concrete recommendations on how public display games can be built to encourage social play between two to four participants, limit social embarrassment, and encourage spectators to become active players. In doing so, we extend prior work that has primarily focused on single-user or crowd-based interaction.