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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play最新文献

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Improving player balancing in racing games 提高赛车游戏中的玩家平衡性
Jared Cechanowicz, C. Gutwin, Scott Bateman, R. Mandryk, I. Stavness
In competitive games where players' skill levels are mis-matched, the play experience can be unsatisfying for both stronger and weaker players. Player balancing provides assistance for less-skilled players in order to make games more competitive and engaging. Although player balancing can be seen in many real-world games, there is little work on the design and effectiveness of these techniques outside of shooting games. In this paper we provide new knowledge about player balancing in the popular and competitive rac-ing genre. We studied issues of noticeability and balancing effectiveness in a prototype racing game, and tested the effects of several balancing techniques on performance and play experience. The techniques significantly improved the balance of player performance, were preferred by both experts and novices, increased novices' feelings of competi-tiveness, and did not detract from experts' experience. Our results provide new understanding of the design and use of player balancing for racing games, and provide novel tech-niques that can also be applied to other genres.
在竞争性游戏中,玩家的技能水平是不匹配的,无论对强者还是弱者来说,游戏体验都不令人满意。玩家平衡为技能较差的玩家提供帮助,使游戏更具竞争性和吸引力。尽管玩家平衡可以在许多现实世界的游戏中看到,但在射击游戏之外,很少有关于这些技术的设计和有效性的工作。在本文中,我们提供了关于流行的竞争性赛车类型中玩家平衡的新知识。我们研究了一款原型赛车游戏的显著性和平衡效果问题,并测试了几种平衡技术对性能和游戏体验的影响。这些技术显著改善了玩家表现的平衡性,受到专家和新手的青睐,增加了新手的竞争感,并且不会减损专家的经验。我们的研究结果为赛车游戏的设计和玩家平衡的使用提供了新的理解,并提供了可以应用于其他类型游戏的新技术。
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引用次数: 68
Game idea jam for sport and exertion games 运动和运动类游戏的游戏理念jam
C. Moser, M. Tscheligi, Mark R Magnusson, F. Mueller
Game Jams have successfully been introduced to the CHI Community during the past two years. Game developers meet to plan, design, and create one or more games within a short time span (ranging from 24 to 48 hours). We propose a Game Idea Jam focusing on the opportunity to draw on researchers' and developers' own experiences when developing creative game ideas for sport or exertion to combat physical inactivity. Game Idea Jams focus on brainstorming and conceptualizing of one or more game ideas within seven hours. Due to time constraints, the final game idea will be produced in the form of a conceptual video, trying to demonstrate the player experience. We aim to enable game researcher with no development skills to participate in the Game Idea Jam and support them with different creative approaches to choose from.
在过去的两年中,Game Jams已经成功地引入了CHI社区。游戏开发者在很短的时间内(从24到48小时)聚在一起计划、设计和创造一款或多款游戏。我们建议举办一场Game Idea Jam,让研究人员和开发者在开发针对运动或体力消耗的创造性游戏理念时,有机会借鉴他们自己的经验。Game Idea Jams专注于在7小时内对一个或多个游戏理念进行头脑风暴和概念化。由于时间限制,最终的游戏理念将以概念性视频的形式呈现出来,试图展示玩家的体验。我们的目标是让没有开发技能的游戏研究人员也能参与game Idea Jam,并为他们提供不同的创意方法选择。
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引用次数: 5
Problematizing cultural appropriation 文化挪用问题
A. Vasalou, Rilla Khaled, D. Gooch, L. Benton
Cultural appropriation in games entails the taking of knowledge, artifacts or expression from a culture and recontextualizing it within game structures. While cultural appropriation is a pervasive practice in games, little attention has been given to the ethical issues that emerge from such practices with regards to how culture is portrayed. This paper problematizes cultural appropriation in the context of a serious game for children inspired by Día de los Muertos, a Mexican festival focused on remembrance of the dead. Taking a research through design approach, we demonstrate that recontextualised cultural elements can retain their basic, original meaning. However, we also find that cultural appropriation is inevitable and its ethical implications can be far reaching. In our context, ethical concerns arose as a result of children's beliefs that death affects prominent others and their destructive ways of coping with death. We argue that revealing emergent ethical concerns is imperative before deciding how and in what way to encourage culturally authentic narratives.
游戏中的文化挪用需要从一种文化中获取知识、人工制品或表达,并将其重新置于游戏结构中。虽然文化挪用在游戏中是一种普遍的做法,但很少有人关注这种做法所产生的道德问题,即如何描绘文化。本文以一个严肃的儿童游戏为背景,对文化挪用提出质疑,该游戏的灵感来自Día de los Muertos,这是一个墨西哥纪念死者的节日。通过设计方法的研究,我们证明了重新语境化的文化元素可以保留其基本的、原始的意义。然而,我们也发现文化挪用是不可避免的,其伦理含义可能是深远的。在我们的情况下,道德问题的产生是由于儿童认为死亡会影响到其他重要人物以及他们处理死亡的破坏性方式。我们认为,在决定如何以及以何种方式鼓励文化上真实的叙事之前,揭示新兴的伦理问题是必要的。
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引用次数: 13
HIDDEN LION: a location based app game of sword lion searching HIDDEN LION:一款基于位置的剑狮搜索应用游戏
Kuo-Ping Chang, Yu Wei Huang, Shu-Yin Hsueh, Yuh Tyng Chen, Shun-Nung Huang, Chien-Hsu Chen, S. Chien
In this paper we introduce Hidden Lion, a Location Based Service(LBS) APP game which is related to sword lion culture in Anping, Taiwan. Sword Lion symbolizes the protector god in Anping. Many local people built sword lions in front their houses because they believed that these stone plated statues will keep evil spirits away. Nowadays these statues decay with time and weather and leave a few in Anping. Recently, with the promotion of Government, many travelers are attracted to come here and find out remaining sword lions and experience local cultural stories. However, sword lion searching has some problems: (1) Sword lions are hard to be found. (2) Sword lion searching may disturb local people. (3) Visitors do not truly realize the cultural story of sword lions. Therefore, we develop Hidden Lion which has a storyline and theme that has a connection with sword lion. In the game, visitors can follow the maps and the precise positions of sword lions to find them easily. What's more, Hidden Lion includes interactive mission games for visitors to play. These games are related to the background story of sword lions. While playing the interactive games at each sword lion site with this APP, visitors can find sword lions and experience the background story of each sword lion. Furthermore, Hidden Lion creates a service system in Anping. From the support from Anping district office, more and more visitors can come here and play the Hidden Lion. After completing all the interactive games, the visitors will receive a coupon of sword lion model coloring from Sword Lion School as a reward, which gradually forms a business cycle and culture connection. These visitors may be encouraged to come to Anping again and again, enhancing cultural and commercial development in Anping.
本文介绍了一款与台湾安平剑狮文化相关的定位服务(LBS) APP游戏《Hidden Lion》。剑狮是安平的保护神。许多当地人在他们的房子前面建造了剑狮,因为他们相信这些石头雕刻的雕像可以赶走恶灵。如今,这些雕像随着时间和天气的流逝而腐烂,在安平留下了一些。最近,在政府的推广下,吸引了许多游客来到这里,寻找剩余的剑狮,体验当地的文化故事。然而,剑狮搜索存在一些问题:(1)剑狮很难被发现。(2)剑狮搜寻可能会打扰当地人。(3)游客没有真正了解剑狮的文化故事。因此,我们开发了《Hidden Lion》,它的故事情节和主题都与剑狮有关。在游戏中,游客可以根据地图和剑狮的精确位置轻松找到它们。此外,《Hidden Lion》还提供互动任务游戏供游客游玩。这些游戏都与剑狮的背景故事有关。通过该APP在各个剑狮站点进行互动游戏的同时,可以找到剑狮,体验每只剑狮的背景故事。此外,隐狮在安平打造了一个服务体系。在安平区政府的支持下,越来越多的游客可以来这里玩“隐藏的狮子”。在完成所有互动游戏后,参观者将获得剑狮学校的剑狮模型着色优惠券一张作为奖励,逐渐形成商业周期和文化联系。可以鼓励这些游客一次又一次地来安平,促进安平的文化和商业发展。
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引用次数: 9
WORD BLASTOFF: a physics word game for iOS WORD BLASTOFF:一款iOS物理文字游戏
Nook Harquail, Michelle Khare
Word Blastoff is a single-player word game app in which players are challenged to create 2 to 7 letter words from a pool of randomly-generated letters that enter the screen and gravitate towards a central black hole. With each letter that it zaps, the hole expands in size and ultimately explodes once it is too large for the screen, ending the game.
Word Blastoff是一款单人文字游戏应用,玩家需要从随机生成的字母池中创造2到7个字母,这些字母进入屏幕并被吸引到中央黑洞中。每击中一个字母,这个洞的大小就会扩大,当它太大而无法显示屏幕时,最终会爆炸,结束游戏。
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引用次数: 0
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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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