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.
{"title":"Improving player balancing in racing games","authors":"Jared Cechanowicz, C. Gutwin, Scott Bateman, R. Mandryk, I. Stavness","doi":"10.1145/2658537.2658701","DOIUrl":"https://doi.org/10.1145/2658537.2658701","url":null,"abstract":"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.","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":"123382201","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}
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。
{"title":"Game idea jam for sport and exertion games","authors":"C. Moser, M. Tscheligi, Mark R Magnusson, F. Mueller","doi":"10.1145/2658537.2659017","DOIUrl":"https://doi.org/10.1145/2658537.2659017","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"7 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":"126409130","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}
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。
{"title":"Problematizing cultural appropriation","authors":"A. Vasalou, Rilla Khaled, D. Gooch, L. Benton","doi":"10.1145/2658537.2658689","DOIUrl":"https://doi.org/10.1145/2658537.2658689","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"504 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":"126418383","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 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.
{"title":"HIDDEN LION: a location based app game of sword lion searching","authors":"Kuo-Ping Chang, Yu Wei Huang, Shu-Yin Hsueh, Yuh Tyng Chen, Shun-Nung Huang, Chien-Hsu Chen, S. Chien","doi":"10.1145/2658537.2662975","DOIUrl":"https://doi.org/10.1145/2658537.2662975","url":null,"abstract":"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.","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":"126765577","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}
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。
{"title":"WORD BLASTOFF: a physics word game for iOS","authors":"Nook Harquail, Michelle Khare","doi":"10.1145/2658537.2662970","DOIUrl":"https://doi.org/10.1145/2658537.2662970","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"1 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":"129860057","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}