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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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Relating gaming habits with student performance in a gamified learning experience 将游戏习惯与学生在游戏化学习体验中的表现联系起来
Gabriel Barata, S. Gama, J. Jorge, D. Gonçalves
Gamified education is a novel concept, and early trials show its potential to engage students and improve their performance. However, little is known about how different students learn with gamification, and how their gaming habits influence their experience. In this paper we present a study where data regarding student performance and gaming preferences, from a gamified engineering course, was collected and analyzed. We performed cluster analysis to understand what different kinds of students could be observed in our gamified experience, and how their behavior could be correlated to their gaming characteristics. We identified four main student types: the Achievers, the Regular students, the Halfhearted students, and the Underachievers, all representing different strategies towards the course and with different gaming preferences. Here we will thoroughly describe each student type and address how different gaming preferences might have impacted the students' learning experience.
游戏化教育是一个新颖的概念,早期的试验表明,它有可能吸引学生并提高他们的表现。然而,对于不同的学生如何通过游戏化学习,以及他们的游戏习惯如何影响他们的体验,我们却知之甚少。在本文中,我们提出了一项研究,从游戏化工程课程中收集和分析了有关学生表现和游戏偏好的数据。我们进行了聚类分析,以了解在我们的游戏化体验中可以观察到哪些不同类型的学生,以及他们的行为如何与他们的游戏特征相关联。我们确定了四种主要的学生类型:成功者、普通学生、半心半意的学生和差生,他们都代表着不同的课程策略和不同的游戏偏好。在这里,我们将详细描述每种学生类型,并说明不同的游戏偏好如何影响学生的学习体验。
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引用次数: 46
Interaction design and cognitive gameplay: role of activation time 交互设计与认知玩法:激活时间的作用
K. Sedig, R. Haworth
Currently, there are no frameworks or methods for the systematic design of cognitive gameplay, the cognitive processes that emerge from the gameplay experience. In this paper, our aim is to contribute to the understanding of how to systematically design interaction for cognitive gameplay. The quality of the essential interactions between the player and the game--the sum of the operational forms of several structural elements of interaction--is the heart of cognitive gameplay. One such element is activation time, the timing of the action response of an interaction. We conducted a study to investigate the effect of different operational forms of activation time on cognitive gameplay. Two puzzle games were developed, each with one version for immediate activation time and another for on-demand activation time. The on-demand version of both games engaged participants in more effortful and reflective cognitive gameplay, while the immediate version was not conducive to such engagement.
目前,还没有认知玩法系统设计的框架或方法,即来自玩法体验的认知过程。在本文中,我们的目标是帮助理解如何系统地为认知玩法设计交互。玩家与游戏之间的基本互动质量(游戏邦注:即若干互动结构元素的操作形式的总和)是认知玩法的核心。其中一个元素是激活时间,即交互的动作响应的时间。我们进行了一项研究,以调查不同操作形式的激活时间对认知游戏玩法的影响。他们开发了两款益智游戏,每款游戏都有一个即时激活时间版本,另一个是按需激活时间版本。这两款游戏的点播版本都让玩家投入了更加努力和反思的认知玩法,而即时版本则不利于这种沉浸感。
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引用次数: 9
BloxAR: augment your social life! 增强你的社交生活!
Niels C. Bakker, Jehan R. S. da Camara, M. V. Elsas, L. Helsloot, G. Spek, I. J. V. Baar, Rafael Bidarra, Ben A. Kybartas
Many people who own a smartphone spend a large amount of time playing mobile games. Despite the technological capabilities and social potential of these devices, the majority of mobile games make limited use of available technologies and contain little or no multiplayer elements. BloxAR is an augmented reality mobile game that aims to provide a fun and engaging social experience. In this game, players compete in teams to be the first to build a virtual block structure within a set time. Play consists of physically exploring the structure in an augmented reality environment, building the structure by placing blocks and cooperating with teammates to combine blocks together.
许多拥有智能手机的人花大量时间玩手机游戏。尽管这些设备具有技术能力和社交潜力,但大多数手机游戏对现有技术的使用有限,并且包含很少或根本没有多人游戏元素。BloxAR是一款增强现实手机游戏,旨在提供有趣且引人入胜的社交体验。在这个游戏中,玩家组队竞争,在规定的时间内成为第一个建造虚拟方块结构的人。游戏包括在增强现实环境中探索结构,通过放置积木来构建结构,并与队友合作将积木组合在一起。
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引用次数: 4
Tag and seek: a location-based game in Tainan City 捉迷藏:台南市的定位游戏
Caroline Arkenson, Yin-Yu Chou, Chun-Yen Huang, Yi-Chin Lee
Tag and Seek is a location-based game which leads a traveler through Tainan City in Taiwan. The traveler's task is to find Harry's friends who are hiding at different sites in the city. Once at the site, the traveler has to scan a Near Field Communication (NFC) tag placed on a board looking like Harry's friend. When the NFC tag is scanned the lost friend is found, information about the site is presented and instructions to the next site will be available. The game lets the traveler experience culture, gain knowledge about sites in the city and meet local citizens -- without the traveler having to plan the trip ahead. By implementing NFC technology as check points the interaction with the game differs from regular tourist guides and the threat of privacy which comes with location-based services is greatly lowered as the traveler is not being tracked by GPS. From our user evaluation we found that both the interface and interaction with the boards could use some improvements to increase the usability.
捉迷藏是一款基于位置的游戏,带领旅行者穿越台湾台南市。旅行者的任务是找到哈利的朋友,他们躲在城市的不同地点。一旦到达现场,旅行者必须扫描放置在一块看起来像哈利朋友的板上的近场通信(NFC)标签。当扫描NFC标签时,丢失的朋友就会被找到,该网站的信息就会显示出来,下一个网站的指示也会显示出来。这款游戏可以让旅行者体验文化,了解城市景点,结识当地居民,而无需提前计划行程。通过使用NFC技术作为检查点,与游戏的互动不同于普通的导游,并且由于旅行者不会被GPS跟踪,基于位置的服务带来的隐私威胁大大降低。从我们的用户评估中,我们发现界面和与电路板的交互都可以使用一些改进来增加可用性。
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引用次数: 7
Engaged by boos and cheers: the effect of co-located game audiences on social player experience 被喝彩声所吸引:同地游戏观众对社交玩家体验的影响
Dennis L. Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, L. Nacke
Little is currently known about the influence of co-located player audiences on gameplay experience. Social player experiences are important to understand in co-located gaming scenarios, because these experiences relate to player performance. Player-audience relationships have been studied before, but prior research focused on player attributes and typology. In our study, we investigated the effect of different co-located audience types (silent, positive, negative) and no audience on player experience. For the study, we contribute a video game specifically developed for two-player, co-located gameplay and findings from questionnaires and semi-structured interviews. Our findings show that both -- negative and positive audience activity -- drove players to become more engaged in the video game. In contrast, silent audiences made players feel unnerved and less engaged in gameplay. Our paper is the first to study of the relevance of co-located audience influence on player experience, which is important for understanding the design of co-located games.
目前我们对同地玩家受众对游戏体验的影响知之甚少。社交玩家体验对于理解共存游戏场景非常重要,因为这些体验与玩家表现有关。玩家-用户关系之前已经被研究过,但之前的研究主要集中在玩家属性和类型上。在我们的研究中,我们调查了不同用户类型(沉默、积极、消极)和无用户对玩家体验的影响。在这项研究中,我们提供了一款专门为双人游戏开发的电子游戏,以及来自问卷调查和半结构化访谈的结果。我们的研究结果表明,消极和积极的用户活动都会促使玩家更加投入到电子游戏中。相比之下,沉默的观众会让玩家感到不安,减少对游戏玩法的投入。我们的论文首次研究了同地用户对玩家体验的影响,这对于理解同地游戏的设计非常重要。
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引用次数: 41
Gamified children universities: an exploratory study 游戏化儿童大学:一项探索性研究
V. D. Fatto, Gabriella Dodero, R. Gennari, A. Melonio, M. Montali, Simon Razniewski, Santina Torello, Xiaofeng Wang, F. Zini
Children universities see universities hosting activities for exposing children to research findings. However, universities are not per-se designed for children. This paper advances the idea of gamifying university contexts for children in order to provide them with a positive engaging experience. The reported qualitative study serves as proof-of-concept. Engagement results, albeit preliminary, are positive.
儿童大学是指大学举办让孩子接触研究成果的活动。然而,大学本身并不是为孩子设计的。为了给孩子们提供积极的参与体验,本文提出了游戏化大学环境的想法。报告的定性研究作为概念证明。接触的结果,尽管是初步的,是积极的。
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引用次数: 2
The edge of glory: the relationship between metacritic scores and player experience 《荣耀的边缘》:metacritic分数与玩家体验的关系
Daniel M. Johnson, C. Watling, J. Gardner, L. Nacke
This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.
本研究旨在检验电子游戏研究中使用的玩家体验指标与Metacritic Professional和User评分之间的关系。总共有573名参与者完成了一项在线调查,他们在调查中回答了玩家需求满意度体验(PENS)和游戏体验问卷(GEQ)与他们当前最喜欢的电子游戏的关系。数据间的相关性表明玩家体验结构与Metacritic评分因素之间存在重叠。此外,专业人士和用户分配游戏评级的方式也存在差异。然而,数据也提供了明确的证据,表明Metacritic评分并不能反映玩家体验的全部复杂性,在某些情况下可能会产生误导。
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引用次数: 26
What's in a name?: naming practices in online video games 名字里有什么?:网络游戏中的命名习惯
Nicole Crenshaw, B. Nardi
Recent research suggests that participation in online video games allows players to create an "idealized self" through their characters, that is, a character perceived to be more attractive or interesting than the player. However, our research indicates that players use carefully created character names to develop a persistent, pragmatic identity to maintain social relationships across games and related sites, and to express their personalities by incorporating elements of popular culture, literary references, and aspects of their own personal histories. Identity in gaming is thus more complex than identification with the physical representation of the character.
最近的研究表明,参与在线电子游戏可以让玩家通过他们的角色创造一个“理想化的自我”,也就是说,一个被认为比玩家更有吸引力或更有趣的角色。然而,我们的研究表明,玩家使用精心创建的角色名称来发展持久、实用的身份,以维持游戏和相关网站之间的社交关系,并通过结合流行文化元素、文学参考和他们自己的个人历史来表达他们的个性。因此,游戏中的身份比角色的物理表现更加复杂。
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引用次数: 24
Toward interactive social stories for children with autism 面向自闭症儿童的互动社会故事
Jichen Zhu, J. Connell, C. Kerns, Natalie Lyon, Nicole Vecere, Desiree Lim, Chelsea M. Myers
This paper proposes Interactive Social Stories (ISS), a new approach for enhancing traditional autism interventions to promote stimulus { em generalization}. Using interactive narrative techniques of variability and branching structures, we designed a tablet-based ISS app called FriendStar to teach 9-13 year old children on the autism spectrum the social skills of greeting in the school context.
本文提出了交互式社会故事(ISS),这是一种增强传统自闭症干预以促进刺激{em概化}的新方法。利用可变性和分支结构的互动叙事技术,我们设计了一款名为FriendStar的平板电脑ISS应用程序,用于教9-13岁的自闭症儿童在学校环境中打招呼的社交技能。
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引用次数: 6
Using video games to facilitate understanding of attention deficit hyperactivity disorder: a feasibility study 利用电子游戏促进对注意缺陷多动障碍的理解:一项可行性研究
Thomas A. Goldman, Frank J. Lee, Jichen Zhu
This paper presents an approach for facilitating understanding of Attention Deficit Hyperactivity Disorder (ADHD) through the procedural rhetoric of our persuasive video game { em Drawn to Distraction}. Different from realistic simulations, our game is designed to convey a message about the disorder primarily through game mechanics. To test the feasibility of this approach, we conducted a series of studies involving caregivers of ADHD-affected children and the general public. The results, especially in Experiment 3, show promising trends on the feasibility of using persuasive games to promote understanding of psychological disorders.
本文提出了一种通过说服性电子游戏的程序修辞来促进对注意缺陷多动障碍(ADHD)的理解的方法。与现实模拟不同,我们的游戏主要是通过游戏机制传达混乱的信息。为了测试这种方法的可行性,我们进行了一系列的研究,涉及患有adhd的儿童的照顾者和一般公众。研究结果,尤其是实验3,显示了利用说服性游戏促进对心理障碍理解的可行性趋势。
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引用次数: 13
期刊
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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