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.
{"title":"Playing with strangers: understanding temporary teams in league of legends","authors":"Yubo Kou, Xinning Gui","doi":"10.1145/2658537.2658538","DOIUrl":"https://doi.org/10.1145/2658537.2658538","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"22 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":"121502519","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}
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.
{"title":"Playfully learning visual perspective taking skills with sifteo cubes","authors":"L. Geurts, V. Abeele, K. V. Keer, Ruben Isenborghs","doi":"10.1145/2658537.2658706","DOIUrl":"https://doi.org/10.1145/2658537.2658706","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"6 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":"123727118","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}
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
{"title":"OHR","authors":"Zeno Menestrina, M. Bianchi, Adriano Siesser, Raul Masu, A. Conci","doi":"10.1145/2658537.2662987","DOIUrl":"https://doi.org/10.1145/2658537.2662987","url":null,"abstract":"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","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"39 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":"128630088","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}
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.
{"title":"IC-CRIME snapshots: training crime scene photographers using procedural content generation in games","authors":"Julio César Bahamón, M. Litvinov, Phillip Wright, Roderick Gayle, K. Lippert, R. Young","doi":"10.1145/2658537.2661312","DOIUrl":"https://doi.org/10.1145/2658537.2661312","url":null,"abstract":"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.","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":"130057951","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 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.
{"title":"\"beam me 'round, Scotty!\": exploring the effect of interdependence in asymmetric cooperative games","authors":"John Harris, Mark S. Hancock, Stacey D. Scott","doi":"10.1145/2658537.2661311","DOIUrl":"https://doi.org/10.1145/2658537.2661311","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"134 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":"124567122","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}
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.
{"title":"DIY game console development","authors":"T. Tomesh, Daryl H. Hepting","doi":"10.1145/2658537.2662411","DOIUrl":"https://doi.org/10.1145/2658537.2662411","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"163 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":"121286254","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}
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.
{"title":"A theory of game mechanic signaling for interface design","authors":"P. Dugas, I. Dolgov, Elizabeth M. Bonsignore","doi":"10.1145/2658537.2661318","DOIUrl":"https://doi.org/10.1145/2658537.2661318","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"32 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":"115496722","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}
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.
{"title":"Dodging stress with a personalized biofeedback game","authors":"Rami G. Al Rihawi, B. Ahmed, R. Gutierrez-Osuna","doi":"10.1145/2658537.2661310","DOIUrl":"https://doi.org/10.1145/2658537.2661310","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"63 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":"115146362","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}
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.
{"title":"Evaluation of recording methods for user test sessions on mobile devices","authors":"Andrea Abney, Brooke White, Jeremy Glick, A. Bermudez, Paul Breckow, Jason Yow, Rayna Tillinghast-Trickett, Paul Heath","doi":"10.1145/2658537.2658704","DOIUrl":"https://doi.org/10.1145/2658537.2658704","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"2016 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":"128038988","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}
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.
{"title":"Decreasing sedentary behaviours in pre-adolescents using casual exergames at school","authors":"Yue Gao, K. Gerling, R. Mandryk, Kevin G. Stanley","doi":"10.1145/2658537.2658693","DOIUrl":"https://doi.org/10.1145/2658537.2658693","url":null,"abstract":"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.","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":"127179974","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}