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.
{"title":"Relating gaming habits with student performance in a gamified learning experience","authors":"Gabriel Barata, S. Gama, J. Jorge, D. Gonçalves","doi":"10.1145/2658537.2658692","DOIUrl":"https://doi.org/10.1145/2658537.2658692","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"93 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":"125114139","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}
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.
{"title":"Interaction design and cognitive gameplay: role of activation time","authors":"K. Sedig, R. Haworth","doi":"10.1145/2658537.2658691","DOIUrl":"https://doi.org/10.1145/2658537.2658691","url":null,"abstract":"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.","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":"121970106","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}
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.
{"title":"BloxAR: augment your social life!","authors":"Niels C. Bakker, Jehan R. S. da Camara, M. V. Elsas, L. Helsloot, G. Spek, I. J. V. Baar, Rafael Bidarra, Ben A. Kybartas","doi":"10.1145/2658537.2662989","DOIUrl":"https://doi.org/10.1145/2658537.2662989","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"262 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":"122765902","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}
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.
{"title":"Tag and seek: a location-based game in Tainan City","authors":"Caroline Arkenson, Yin-Yu Chou, Chun-Yen Huang, Yi-Chin Lee","doi":"10.1145/2658537.2662986","DOIUrl":"https://doi.org/10.1145/2658537.2662986","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"5 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":"123820522","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}
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.
{"title":"Engaged by boos and cheers: the effect of co-located game audiences on social player experience","authors":"Dennis L. Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, L. Nacke","doi":"10.1145/2658537.2658687","DOIUrl":"https://doi.org/10.1145/2658537.2658687","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"98 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":"128276228","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}
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.
{"title":"Gamified children universities: an exploratory study","authors":"V. D. Fatto, Gabriella Dodero, R. Gennari, A. Melonio, M. Montali, Simon Razniewski, Santina Torello, Xiaofeng Wang, F. Zini","doi":"10.1145/2658537.2661300","DOIUrl":"https://doi.org/10.1145/2658537.2661300","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"24 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":"130326838","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}
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.
{"title":"The edge of glory: the relationship between metacritic scores and player experience","authors":"Daniel M. Johnson, C. Watling, J. Gardner, L. Nacke","doi":"10.1145/2658537.2658694","DOIUrl":"https://doi.org/10.1145/2658537.2658694","url":null,"abstract":"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.","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":"131261324","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}
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.
{"title":"What's in a name?: naming practices in online video games","authors":"Nicole Crenshaw, B. Nardi","doi":"10.1145/2658537.2658685","DOIUrl":"https://doi.org/10.1145/2658537.2658685","url":null,"abstract":"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.","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":"132828330","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}
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.
{"title":"Toward interactive social stories for children with autism","authors":"Jichen Zhu, J. Connell, C. Kerns, Natalie Lyon, Nicole Vecere, Desiree Lim, Chelsea M. Myers","doi":"10.1145/2658537.2661321","DOIUrl":"https://doi.org/10.1145/2658537.2661321","url":null,"abstract":"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.","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":"114630677","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}
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.
{"title":"Using video games to facilitate understanding of attention deficit hyperactivity disorder: a feasibility study","authors":"Thomas A. Goldman, Frank J. Lee, Jichen Zhu","doi":"10.1145/2658537.2658707","DOIUrl":"https://doi.org/10.1145/2658537.2658707","url":null,"abstract":"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.","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":"128675210","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}