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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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Playing with strangers: understanding temporary teams in league of legends 与陌生人一起玩:了解英雄联盟中的临时团队
Yubo Kou, Xinning Gui
Game researchers have extensively studied how players form long-term social organizations such as guilds and clans to accomplish complex tasks such as raiding in online games. Few studies have paid attention to how temporary teams (or pickup groups) composed of strangers fulfill complex tasks. Riot Games' League of Legends, a team-based competitive online game, is played by two temporary teams. Players must collaborate with strangers in a relatively short time (about 30-50 minutes). How do players interact and collaborate with their teammates in temporary teams? To answer this question, we conducted an ethnographic study within the League of Legends community. We conducted 30 semi-structured interviews with experienced players. We found that rich social interaction exists within temporary teams. Players want to collaborate with strangers through communication and coordination. They discipline their own ways of interaction to facilitate collaboration. They try to exert influence over their teammates. We further discuss design implications for facilitating collaboration among strangers.
游戏研究人员广泛研究了玩家如何形成长期的社会组织,如公会和部落,以完成复杂的任务,如在线游戏中的突袭。很少有研究关注由陌生人组成的临时团队(或接送小组)如何完成复杂的任务。Riot Games的《英雄联盟》是一款基于团队的在线竞技游戏,由两个临时团队玩。玩家必须在相对较短的时间内(约30-50分钟)与陌生人合作。在临时团队中,玩家如何与队友互动和合作?为了回答这个问题,我们在《英雄联盟》社区中进行了一项人种学研究。我们对经验丰富的玩家进行了30次半结构化采访。我们发现,在临时团队中存在着丰富的社会互动。玩家希望通过沟通和协调与陌生人合作。他们规范自己的互动方式,以促进合作。他们试图对队友施加影响。我们进一步讨论了促进陌生人之间合作的设计含义。
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引用次数: 84
Playfully learning visual perspective taking skills with sifteo cubes 有趣地学习视觉透视与立方体的技巧
L. Geurts, V. Abeele, K. V. Keer, Ruben Isenborghs
In this paper we describe the design, development and testing of two computer games using Sifteo Cubes that help children to train their visual perspective taking (VPT) skills, i.e. the ability to see the world from another person's perspective. The challenge was to design an enjoyable and usable game that takes into account the huge variability in the perspective taking skills within the target group (preschoolers at the age of five, and older children with learning disabilities). Sifteo Cubes can be considered as digital or intelligent manipulatives that are often used in instruction. We advocate that these type tangible objects can help children performing VPT related tasks since they allow for actions in the real world that aid their thinking. Pre-test and post-test results revealed a short term learning effect on VPT skills after playing the two games.
在本文中,我们描述了使用Sifteo Cubes的两款电脑游戏的设计,开发和测试,这两款游戏可以帮助孩子们训练他们的视觉视角(VPT)技能,即从另一个人的角度看世界的能力。我们面临的挑战是设计出一款有趣且可用的游戏,同时考虑到目标群体(5岁的学龄前儿童和有学习障碍的大一点的儿童)在获取技能方面的巨大差异。Sifteo立方体可以被认为是经常用于教学的数字或智能操作工具。我们主张这些类型的有形物体可以帮助孩子完成与VPT相关的任务,因为它们允许在现实世界中帮助他们思考的动作。测试前和测试后的结果显示,玩这两个游戏后,VPT技能的短期学习效果。
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引用次数: 11
OHR
Zeno Menestrina, M. Bianchi, Adriano Siesser, Raul Masu, A. Conci
OHR is a puzzle and platform game, based on both classical mechanics and tangible interaction, powered by Unity3D and a custom-built hardware interface called Radiant Square (Radiant2). OHR tells the tale of Spark, an electronic life form, which wakes up in an electronic components dump, trying to exit from it. Players will help Spark to solve puzzles placed throughout the game world using the provided game elements, represented as physical electronic components, by placing them on the Radiant2. Thanks to both the game design and Radiant2 each puzzle can be solved in different ways, allowing the players to explore various solutions. A video presentation of OHR and Radiant2 can be found at: http://youtu.be/0Gh0tuTHAXk
《OHR》是一款谜题和平台游戏,基于经典机制和有形互动,由Unity3D和名为Radiant Square (Radiant2)的定制硬件界面提供支持。OHR讲述了一个电子生命形式Spark的故事,它在一个电子元件转储中醒来,试图从中退出。玩家将使用提供的游戏元素(表现为物理电子组件)帮助Spark解决整个游戏世界中的谜题,将它们放置在Radiant2上。由于游戏设计和《Radiant2》,每个谜题都可以用不同的方式解决,让玩家可以探索各种解决方案。OHR和Radiant2的视频演示可以在http://youtu.be/0Gh0tuTHAXk上找到
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引用次数: 1
IC-CRIME snapshots: training crime scene photographers using procedural content generation in games IC-CRIME快照:在游戏中使用程序内容生成训练犯罪现场摄影师
Julio César Bahamón, M. Litvinov, Phillip Wright, Roderick Gayle, K. Lippert, R. Young
Modern day crime scene investigation methods are continually being enhanced by the application of new technologies to improve the analysis and presentation of crime scene information, helping to solve and prosecute crimes. The IC-CRIME Snapshots system provides a games-based tool to help train forensic photographers in a virtual environment.
现代的犯罪现场调查方法不断得到改进,新技术的应用改善了犯罪现场信息的分析和呈现,有助于破案和起诉犯罪。IC-CRIME快照系统提供了一个基于游戏的工具,帮助在虚拟环境中训练法医摄影师。
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引用次数: 0
"beam me 'round, Scotty!": exploring the effect of interdependence in asymmetric cooperative games “把我送过去吧,斯科蒂!”:探讨非对称合作博弈中相互依赖的影响
John Harris, Mark S. Hancock, Stacey D. Scott
In this paper, we explore interdependence through asymmetry as a possible game design tool for enriching player experience. We describe a prototype game we developed called "Beam Me 'Round, Scotty!" which alternately tightly or loosely couples the cooperation of two heterogeneous groups of players in an action-oriented science fiction survival game. Future studies will examine the effects of interdependence on player experience and explore whether deliberately symbiotic player relationships can serve as a shortcut to enhanced socialization between players.
在本文中,我们将通过不对称来探索相互依赖,并以此作为丰富玩家体验的游戏设计工具。我们描述了我们开发的一款名为《Beam Me’Round, Scotty!》的原型游戏,这是一款面向动作的科幻生存游戏,它交替紧密或松散地结合了两个不同玩家群体的合作。未来的研究将着眼于相互依赖对玩家体验的影响,并探索玩家间的共生关系是否能够成为玩家间社交化的捷径。
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引用次数: 7
DIY game console development 自制游戏机开发
T. Tomesh, Daryl H. Hepting
Video games have become a driving force for innovation in many aspects of the entertainment industry and beyond. Since gaming may also be in a position to drive the emerging "maker movement", we consider the "DIY game industry". In this half-day course, attendees will be introduced to DIY Game Console construction and programming by building their own game console, based on a simple 12 LED and 4 button design, and then programming their console to play very simple, yet entertaining, games. Attendees will also be exposed to the tradeoffs in design between capabilities in gameplay and complexity of hardware and software.
电子游戏已经成为娱乐行业许多方面的创新驱动力。由于游戏也可能推动新兴的“创客运动”,我们考虑“DIY游戏产业”。在这半天的课程中,与会者将介绍DIY游戏机的建设和编程通过建立自己的游戏机,基于一个简单的12个LED和4个按钮的设计,然后编程他们的控制台玩非常简单,但娱乐,游戏。与会者还将了解游戏玩法能力与硬件和软件复杂性之间的设计权衡。
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引用次数: 0
A theory of game mechanic signaling for interface design 面向界面设计的游戏机制信号理论
P. Dugas, I. Dolgov, Elizabeth M. Bonsignore
We introduce a theory of how game mechanics are signaled through interfaces. Game mechanics may be signaled through player-perceived affordances, player-interpreted signifiers, avatar-perceived affordances, avatar-interpreted signifiers, arbitrary signifiers, or metagame signifiers, and may be obscured with hidden affordances and false signifiers. Each has implications for immersion, narrative coherence, and player frustration. Designers can use game mechanic signaling to understand how a player will perceive action opportunities in play, suggesting alternate designs to support or inhibit discovery and game mechanic engagement.
我们将介绍游戏机制如何通过界面传递信号的理论。游戏机制可以通过玩家感知的启示、玩家解释的能指、角色感知的启示、角色解释的能指、任意能指或元游戏能指来传达,并且可能被隐藏的启示和虚假的能指所掩盖。每一个都与沉浸感、叙事连贯性和玩家挫败感有关。设计师可以使用游戏机制信号来理解玩家如何感知游戏中的行动机会,并提出支持或抑制发现和游戏机制粘性的替代设计。
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引用次数: 2
Dodging stress with a personalized biofeedback game 用个性化的生物反馈游戏躲避压力
Rami G. Al Rihawi, B. Ahmed, R. Gutierrez-Osuna
We present a personalized biofeedback game that trains subjects to relax during gameplay. Training is achieved by increasing the game difficulty if the subject's breathing rate differs from a prescribed target. Personalization is achieved by adapting game difficulty to the subject's skill level, thus keeping the game challenging over long periods. Validation on a small group of users indicates that the game is effective at training players to acquire deep breathing skills and reducing arousal in a subsequent stress-inducing task.
我们提出了一个个性化的生物反馈游戏,训练受试者在游戏过程中放松。训练是通过增加游戏难度来实现的,如果受试者的呼吸频率与规定的目标不同。个性化是通过根据玩家的技能水平调整游戏难度来实现的,从而在较长时间内保持游戏的挑战性。对一小群用户的验证表明,这款游戏在训练玩家获得深呼吸技巧和减少随后的压力诱发任务中的唤醒方面是有效的。
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引用次数: 17
Evaluation of recording methods for user test sessions on mobile devices 移动设备上用户测试会话记录方法的评估
Andrea Abney, Brooke White, Jeremy Glick, A. Bermudez, Paul Breckow, Jason Yow, Rayna Tillinghast-Trickett, Paul Heath
Disney Interactive produces mobile games, applications, and websites. The user research group is responsible for evaluating games and apps through user testing. We have been working on refining our video capture and streaming solutions for user tests on mobile devices. We designed this experiment to see if any of the recording methods we used were changing player behavior and impacting their gameplay performance. We assessed changes in absolute score for two different games to determine impact to player efficacy. We analyzed observational data and player self-ratings on performance, comfort, awareness, and focus. We evaluated children, young adults, and older adults. The results across all of the data were consistent and this paper explains the experiment and provides recommendations for mobile recording of user test sessions.
迪士尼互动制作手机游戏、应用程序和网站。用户研究小组负责通过用户测试来评估游戏和应用。我们一直致力于完善我们的视频捕获和流媒体解决方案,以便在移动设备上进行用户测试。我们设计这个实验是为了看看我们使用的记录方法是否改变了玩家的行为并影响了他们的游戏表现。我们评估了两款不同游戏的绝对得分变化,以确定对玩家效能的影响。我们分析了观察数据和球员在表现、舒适、意识和专注方面的自我评价。我们评估了儿童、年轻人和老年人。所有数据的结果是一致的,本文对实验进行了解释,并为用户测试会话的移动记录提供了建议。
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引用次数: 4
Decreasing sedentary behaviours in pre-adolescents using casual exergames at school 在学校使用休闲游戏减少青少年前久坐行为
Yue Gao, K. Gerling, R. Mandryk, Kevin G. Stanley
There are risks to too much sedentary behaviour, regardless of a person's level of physical activity, particularly for children. As exercise habits instilled during childhood are strong predictors of healthy lifestyles later in life, it is important that schools break up long sedentary periods with short periods of physical activity. Casual exergames are an appealing option for schools who wish to engage adolescents, and have been shown to provide exertion levels at recommended values, even when played for only 10 minutes. In this paper we describe a preliminary survey with teachers of a local school that informed the deployment of a casual exergame with a group of pre-adolescent students from the same school. We show that students preferred the game to traditional exercise, that the game was able to generate appropriate levels of exertion in pre-adolescents, and that students have a sophisticated understanding of the role of exercise in their lives. Overall, we establish the feasibility of casual exergames for combating sedentary behavior in preteen classrooms.
无论一个人的身体活动水平如何,久坐都有风险,尤其是对儿童而言。由于童年时期养成的运动习惯是日后健康生活方式的有力预示,因此学校用短时间的体育活动打破长时间的久坐时间是很重要的。对于那些希望吸引青少年的学校来说,休闲运动游戏是一个很有吸引力的选择,并且已经证明即使只玩10分钟,也能提供推荐值的运动水平。在本文中,我们描述了对当地一所学校的教师进行的初步调查,该调查告知了与同一所学校的一群青春期前学生进行休闲游戏的部署。我们发现,比起传统的运动,学生们更喜欢这个游戏,这个游戏能够在青春期前产生适当的运动水平,学生们对运动在他们生活中的作用有一个复杂的理解。总的来说,我们确定了在学龄前教室中使用休闲游戏来对抗久坐行为的可行性。
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引用次数: 26
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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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