Sam Snodgrass, B. Goldberg, Ariel Evans, B. Packard, Cathy Lu, Jichen Zhu
Canvas Obscura is a survival-horror game where the player must locate objects within an ever-changing environment. Canvas Obscura pushes the boundaries of the survival-horror genre by including procedurally generated levels.
{"title":"Extended abstract for Canvas Obscura","authors":"Sam Snodgrass, B. Goldberg, Ariel Evans, B. Packard, Cathy Lu, Jichen Zhu","doi":"10.1145/2658537.2662984","DOIUrl":"https://doi.org/10.1145/2658537.2662984","url":null,"abstract":"Canvas Obscura is a survival-horror game where the player must locate objects within an ever-changing environment. Canvas Obscura pushes the boundaries of the survival-horror genre by including procedurally generated levels.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121134981","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}
M. Carter, J. Downs, Bjørn Nansen, Mitchell Harrop, M. Gibbs
In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.
{"title":"Paradigms of games research in HCI: a review of 10 years of research at CHI","authors":"M. Carter, J. Downs, Bjørn Nansen, Mitchell Harrop, M. Gibbs","doi":"10.1145/2658537.2658708","DOIUrl":"https://doi.org/10.1145/2658537.2658708","url":null,"abstract":"In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127085937","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}
Ian Pommer, Michael N. Flaherty, Alicia Griesbach, Bryant Seiler, John Leitner, K. Patterson, Dylan Tepp, Brent Dingle
This paper presents a 2D game designed to assist students in better understanding motion graphs. In this game the player's character is not controlled by a joystick or control pad. Instead the game employs a unique interface enabling the player to control the actions of a character by creating a motion graph. The motion graph represents the desired position, velocity, or acceleration of the player's character over time. The graph must be fashioned to move the character through various puzzle environments. Through trial and error the player may achieve a better understanding of what motion graphs depict in the real world.
{"title":"The trial of galileo: a game of motion graphs","authors":"Ian Pommer, Michael N. Flaherty, Alicia Griesbach, Bryant Seiler, John Leitner, K. Patterson, Dylan Tepp, Brent Dingle","doi":"10.1145/2658537.2662977","DOIUrl":"https://doi.org/10.1145/2658537.2662977","url":null,"abstract":"This paper presents a 2D game designed to assist students in better understanding motion graphs. In this game the player's character is not controlled by a joystick or control pad. Instead the game employs a unique interface enabling the player to control the actions of a character by creating a motion graph. The motion graph represents the desired position, velocity, or acceleration of the player's character over time. The graph must be fashioned to move the character through various puzzle environments. Through trial and error the player may achieve a better understanding of what motion graphs depict in the real world.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122393370","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}
This paper presents an Internet adaptation of a novella called The Bellman. The design is inspired by unconventional games, particularly with regard to how interaction affects a narrative. The Bellman explores how simple mechanics can be part of the storytelling, and can have an impact on the player's emotional response. The Bellman is available at www.thebellman.ca.
{"title":"CHI PLAY 2014: the bellman: subtle interactions in a linear narrative","authors":"Daniel Harley, R. Lachman","doi":"10.1145/2658537.2662988","DOIUrl":"https://doi.org/10.1145/2658537.2662988","url":null,"abstract":"This paper presents an Internet adaptation of a novella called The Bellman. The design is inspired by unconventional games, particularly with regard to how interaction affects a narrative. The Bellman explores how simple mechanics can be part of the storytelling, and can have an impact on the player's emotional response. The Bellman is available at www.thebellman.ca.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122729871","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}
My thesis proposes to use physiological measures with a focus on electroencephalography (EEG) to examine user-centered difficulty in games and user interfaces. The thesis specifically looks at both intended sources of difficulty and unintended sources of difficulty.
{"title":"Understanding difficulty, your brain and challenge","authors":"Rina R. Wehbe","doi":"10.1145/2658537.2659014","DOIUrl":"https://doi.org/10.1145/2658537.2659014","url":null,"abstract":"My thesis proposes to use physiological measures with a focus on electroencephalography (EEG) to examine user-centered difficulty in games and user interfaces. The thesis specifically looks at both intended sources of difficulty and unintended sources of difficulty.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125463799","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}
Shynosaurs is a game designed to harvest the full range of the natural behaviour of the eyes. On one hand, players need to use their eyes to aim where they direct the mouse, click and drop characters into a safe zone (the cuties). This is the usual behaviour of the eyes, as sensors to gather information. On the other hand, players can choose to use their eyes to stare at and intimidate the enemies (the shynosaurs) in order to slow them down and send them away. This is also a natural behaviour of the eyes, which we sometimes use as means to win a battle of wills. The Shynosaurs game is developed with eye-tracking in mind and aims to embrace the delicate balance needed to use the eyes as both sensors and controllers.
{"title":"Shynosaurs: a game of attention dilemma","authors":"Mélodie Vidal","doi":"10.1145/2658537.2662979","DOIUrl":"https://doi.org/10.1145/2658537.2662979","url":null,"abstract":"Shynosaurs is a game designed to harvest the full range of the natural behaviour of the eyes. On one hand, players need to use their eyes to aim where they direct the mouse, click and drop characters into a safe zone (the cuties). This is the usual behaviour of the eyes, as sensors to gather information. On the other hand, players can choose to use their eyes to stare at and intimidate the enemies (the shynosaurs) in order to slow them down and send them away. This is also a natural behaviour of the eyes, which we sometimes use as means to win a battle of wills. The Shynosaurs game is developed with eye-tracking in mind and aims to embrace the delicate balance needed to use the eyes as both sensors and controllers.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115891031","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}
Michael McEwan, A. Blackler, Daniel M. Johnson, Peta Wyeth
Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.
{"title":"Natural mapping and intuitive interaction in videogames","authors":"Michael McEwan, A. Blackler, Daniel M. Johnson, Peta Wyeth","doi":"10.1145/2658537.2658541","DOIUrl":"https://doi.org/10.1145/2658537.2658541","url":null,"abstract":"Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130031481","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}
Two approaches to designing exergames exist: design a game with incidental exercise, or design an exercise program with an incidental game. We aim to combine the advantages of these approaches by developing an invisible coach that modifies gameplay in order to guide workouts while maintaining game immersion. This opens opportunities to guide players toward focused exercise goals, such as cycling at a desired intensity, or strengthening a weak muscle group, while allowing players to retain the sense of playing a game. We are investigating the design and efficacy of an invisible coach in the context of a novel strength training game.
{"title":"Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion","authors":"C. Richards","doi":"10.1145/2658537.2659015","DOIUrl":"https://doi.org/10.1145/2658537.2659015","url":null,"abstract":"Two approaches to designing exergames exist: design a game with incidental exercise, or design an exercise program with an incidental game. We aim to combine the advantages of these approaches by developing an invisible coach that modifies gameplay in order to guide workouts while maintaining game immersion. This opens opportunities to guide players toward focused exercise goals, such as cycling at a desired intensity, or strengthening a weak muscle group, while allowing players to retain the sense of playing a game. We are investigating the design and efficacy of an invisible coach in the context of a novel strength training game.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116681806","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}
In this paper, we present Gingerman Challenge, which is a persuasive mobile game designed to promote moderate sunlight exposure. The design goals of Gingerman Challenge are to help players to recognize the merits of sunlight exposure and to promote maintenance of healthy vitamin D levels. We aim to accomplish these goals by incorporating both casual gaming features and the design principles drawn from preliminary user interviews.
{"title":"Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers","authors":"Hajin Lim, Jaehyeon Park, B. Suh","doi":"10.1145/2658537.2661308","DOIUrl":"https://doi.org/10.1145/2658537.2661308","url":null,"abstract":"In this paper, we present Gingerman Challenge, which is a persuasive mobile game designed to promote moderate sunlight exposure. The design goals of Gingerman Challenge are to help players to recognize the merits of sunlight exposure and to promote maintenance of healthy vitamin D levels. We aim to accomplish these goals by incorporating both casual gaming features and the design principles drawn from preliminary user interviews.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121694929","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}
This paper presents Last Tank Rolling, a collaborative motion-based military survival game in which players using wheelchairs are invited to apply their assistive device to control a tank. The game offers a strong in-game metaphor for the wheelchair, and invites joint physical interaction that encourages able-bodied players to perceive their peer as a competent collaborator. Ultimately, this project aims to explore the value of shared video game play as a means of empowering people with disabilities, and connecting players of all abilities to foster inclusion.
本文介绍了Last Tank Rolling,这是一款基于协同运动的军事生存游戏,在游戏中,使用轮椅的玩家被邀请使用他们的辅助设备来控制坦克。这款游戏在游戏中提供了一个强烈的轮椅隐喻,并邀请共同的身体互动,鼓励健全的玩家将他们的同伴视为称职的合作者。最终,该项目旨在探索共享电子游戏作为赋予残疾人权力的一种手段的价值,并将各种能力的玩家联系起来,以促进包容性。
{"title":"Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs","authors":"K. Gerling, L. Buttrick","doi":"10.1145/2658537.2661303","DOIUrl":"https://doi.org/10.1145/2658537.2661303","url":null,"abstract":"This paper presents Last Tank Rolling, a collaborative motion-based military survival game in which players using wheelchairs are invited to apply their assistive device to control a tank. The game offers a strong in-game metaphor for the wheelchair, and invites joint physical interaction that encourages able-bodied players to perceive their peer as a competent collaborator. Ultimately, this project aims to explore the value of shared video game play as a means of empowering people with disabilities, and connecting players of all abilities to foster inclusion.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121587889","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}