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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
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games 你在找谁?:基于注视的游戏中不同玩家表征关系对存在感的影响
M. Lankes, T. Mirlacher, Stefan Wagner, Wolfgang Hochleitner
In this paper, we investigate the influence of different loci of manipulation relations (position of the player's ability to assert control) on presence. Novel game input devices (such as Microsoft Kinect or PlayStation Move) contribute to presence, and allow a broad range of game interactions, such as using facial expressions, gaze or head movement. This increase of complexity has led to some interesting design challenges: in a typical game design the setup of the locus of manipulation is quite simple as there is only one. For instance, the player uses a gamepad to move a game character through an obstacle course. However, design decisions get more complicated, when a game design includes more than just one input device and a second locus of manipulation. Does the relation of the two loci of manipulation have an impact on the perceived presence? To address this topic we utilized eye tracking technology, and carried out a comparative study consisting of four scenarios based on a 2D platform game. Three scenarios are controlled using an eye tracking device and a gamepad. They differ in their relation between the player character and the avatar. The 4th scenario is solely controlled with the gamepad. Results revealed that the inclusion of gaze input to investigate this issue proved to be very effective. It was discovered that the relation between the loci of manipulation has a strong influence on the perceived presence and its sub-dimensions.
在本文中,我们研究了操纵关系的不同位点(玩家主张控制能力的位置)对存在感的影响。新颖的游戏输入设备(游戏邦注:如微软Kinect或PlayStation Move)有助于呈现,并允许广泛的游戏互动,如使用面部表情、凝视或头部运动。这种复杂性的增加带来了一些有趣的设计挑战:在典型的游戏设计中,操作轨迹的设置非常简单,因为只有一个。例如,玩家使用手柄移动游戏角色通过障碍路线。然而,当游戏设计包含不止一种输入设备和第二个操作点时,设计决策就会变得更加复杂。两个操作位点的关系是否对感知在场有影响?为了解决这个问题,我们利用眼动追踪技术,并基于一款2D平台游戏进行了四种场景的对比研究。使用眼动追踪设备和手柄控制三个场景。它们的区别在于玩家角色和虚拟角色之间的关系。第四个场景完全由手柄控制。结果表明,将注视输入纳入研究这一问题被证明是非常有效的。研究发现,操纵位点之间的关系对感知在场及其子维度有很强的影响。
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引用次数: 21
Reducing the negative effects of inconsistencies in networked games 减少网络游戏中不一致性的负面影响
Cheryl Savery, Nicholas Graham
Networking is a key component of digital games, with many featuring multiplayer modes and online components. The time required to transmit data over a network can lead to usability problems such as inconsistency between players' views of a virtual world, and race conditions when resolving players' actions. Implementing a good consistency maintenance scheme is therefore critical to gameplay. Sadly, problems with consistency remain a regular occurrence in multiplayer games, causing player game states to diverge. There is little guidance available on how these inconsistencies impact player experience, nor on how best to repair them when they arise. We investigate the effectiveness of different strategies for repairing inconsistencies, and show that the three most important factors affecting the detection of corrections are the player's locus of attention, the smoothness of the correction and the duration of the correction.
网络是数字游戏的关键组成部分,许多游戏都具有多人模式和在线组件。通过网络传输数据所需的时间可能会导致可用性问题,如玩家对虚拟世界的看法不一致,以及解决玩家行动时的竞争条件。因此,执行良好的一致性维护方案对玩法至关重要。可悲的是,一致性问题在多人游戏中经常出现,导致玩家的游戏状态出现分歧。关于这些不一致如何影响玩家体验,以及当它们出现时如何最好地修复它们的指导很少。我们调查了不同策略对纠正不一致的有效性,并表明影响纠正检测的三个最重要的因素是玩家的注意焦点、纠正的平滑度和纠正的持续时间。
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引用次数: 6
Intangle: exploring interpersonal bodily interactions through sharing controllers 互动:通过共享控制器探索人与人之间的身体互动
J. Garner, Gavin Wood, S. Danilovic, Jessica Hammer, F. Mueller
Multi-player computer games are increasingly being designed to engage with interpersonal bodily interactions, however, their focus is often limited to facilitating direct body contact. In contrast, we propose that designers foster varying levels of body contact through the design of shared controller interactions to introduce new types of gameplay that affords players a more nuanced engagement with the concept of socially and personally mediated body-space in games. We explore this through our game intangle, where participants follow computer-generated vocal instructions on how to operate shared controllers that results inevitably into players weaving their bodies together. This game embeds strong social values in the gameplay such as collaboration, empathy and inclusivity.
多人电脑游戏越来越多地被设计成人与人之间的身体互动,然而,它们的重点往往局限于促进直接的身体接触。相反地,我们建议设计师通过设计共享的控制器交互来培养不同层次的身体接触,从而引入新的游戏玩法类型,让玩家能够更细致地融入游戏中的社交和个人身体空间概念。我们在游戏中探索了这一点,参与者遵循计算机生成的声音指令,如何操作共享控制器,这不可避免地导致玩家将他们的身体编织在一起。这款游戏在游戏玩法中嵌入了强大的社会价值,如合作、同理心和包容性。
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引用次数: 19
"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
期刊
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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