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}
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.
{"title":"Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games","authors":"M. Lankes, T. Mirlacher, Stefan Wagner, Wolfgang Hochleitner","doi":"10.1145/2658537.2658698","DOIUrl":"https://doi.org/10.1145/2658537.2658698","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"20 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":"129080799","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}
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.
{"title":"Reducing the negative effects of inconsistencies in networked games","authors":"Cheryl Savery, Nicholas Graham","doi":"10.1145/2658537.2658539","DOIUrl":"https://doi.org/10.1145/2658537.2658539","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"19 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":"116911227","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}
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.
{"title":"Intangle: exploring interpersonal bodily interactions through sharing controllers","authors":"J. Garner, Gavin Wood, S. Danilovic, Jessica Hammer, F. Mueller","doi":"10.1145/2658537.2661306","DOIUrl":"https://doi.org/10.1145/2658537.2661306","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"81 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":"134634730","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}