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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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TF-CBT triangle of life: a game to help with cognitive behavioral therapy TF-CBT生活三角:帮助认知行为治疗的游戏
Etaba Assigana, Eric Chang, Seungsuk Cho, Vivek Kotecha, Bing Liu, H. Turner, Yan Zhang, Michael G. Christel, S. Stevens
Under direction of medical professionals associated with the National Child Traumatic Stress Network, a mobile game was developed for children ages 10-12 to teach the Cognitive Triangle concept of feelings, thoughts, and behaviors. This triangle is an essential component of Trauma-Focused Cognitive Behavioral Therapy (TF-CBT). A storybook experience with minigames was quickly prototyped, but first playtests showed a lack of engagement with children. The game was revised to emphasize side-scroller platform advancement where success in a level was tied intrinsically to cognitive triangle classification. Children rated the game highly across a series of playtests. The game has potential to be used by clinicians delivering TF-CBT as an appealing exercise for children.
在与国家儿童创伤压力网络相关的医疗专业人员的指导下,为10-12岁的儿童开发了一款手机游戏,用于教授情感、思想和行为的认知三角概念。这个三角形是创伤聚焦认知行为疗法(TF-CBT)的重要组成部分。迷你游戏的故事书体验很快就被制作成原型,但最初的游戏测试显示,它缺乏对儿童的吸引力。这款游戏经过修改,强调横向卷轴平台的进步,其中关卡的成功本质上与认知三角分类有关。在一系列的游戏测试中,孩子们对这款游戏的评价很高。这个游戏有潜力被临床医生用来提供TF-CBT作为一种吸引儿童的练习。
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引用次数: 10
Using play as a lens to bridge the physical with the digital 用游戏作为一个镜头来连接物理和数字
Gavin Wood
When you play, you are deeply involved which is why interaction designers and game designers are increasingly creating playful experiences. However, a pitfall in these digital designs is to focus too much on the game rules and goals. In doing so, we miss the opportunity to design around the more open and self-expressive play that we might relate to our childhoods. In response to this problem, we will explore new digital designs using a lens of play. In treating play as something aspirational, we believe our designs will be able to change our relationships with each other and give new meaning to the spaces around us.
当你玩游戏时,你就会深深投入其中,这就是为什么交互设计师和游戏设计师越来越多地创造有趣的体验。然而,这些数字设计的一个缺陷是过于关注游戏规则和目标。在这样做的过程中,我们错过了围绕更开放和自我表达的游戏进行设计的机会,这可能与我们的童年有关。为了解决这个问题,我们将用游戏的视角探索新的数字设计。通过将游戏视为一种理想的东西,我们相信我们的设计将能够改变我们彼此之间的关系,并为我们周围的空间赋予新的意义。
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引用次数: 7
Around the world in 8 workshops: investigating anticipated player experiences of children 在世界各地的8个研讨会:调查儿童预期的玩家体验
C. Moser, Yoram Chisik, M. Tscheligi
Player experience describes the qualities of player-game interaction and is typically evaluated during or after the game has been developed. Different approaches exist to improve and optimize player experience during the design process (e.g., design guidelines). However, the anticipated or expected player experience of users can also guide game developers and researcher in order to develop better games. A series of game ideation workshops with children aged 8 to 15 years was conducted in eight different locations around the world. The workshops produced video snippets, in which children explain their thoughts on possible game play scenarios of a game idea (i.e., anticipations and expectations). An initial content analysis of the videos highlights the game elements and playful experiences that contribute to the anticipated player experience of the children that should guide game developers and researchers.
玩家体验描述的是玩家与游戏互动的质量,通常在游戏开发期间或之后进行评估。在设计过程中存在着不同的方法去改善和优化玩家体验(游戏邦注:如设计指南)。然而,用户预期或期待的玩家体验也可以指导游戏开发者和研究人员开发出更好的游戏。在全球八个不同地点举办了一系列针对8至15岁儿童的游戏创意工作坊。工作坊制作了视频片段,孩子们在视频片段中解释了他们对游戏理念可能的游戏场景的想法(即预期和期待)。视频的初步内容分析突出了游戏元素和有趣的体验,这些元素和体验有助于儿童的预期玩家体验,这应该指导游戏开发者和研究人员。
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引用次数: 16
A bottom-up method for developing a trait-based model of player behavior 这是一种自下而上的方法,用于开发基于玩家行为特征的模型
M. A. Kabakov, Alessandro Canossa, M. S. El-Nasr, J. Badler, Randy C. Colvin, Stefanie Tignor, Zhengxing Chen, Kunal Asarsa
Understanding player behavior through telemetry logs is an important yet unresolved problem. Interpreting the meaning of players' low-level behaviors over time is important due to its utility in (a) developing a more adaptive and personalized game experience, (b) uncovering game design issues, and (c) understanding the human cognitive processes in a gaming context, not to mention its use and application to learning, training, and health. In this paper, the authors describe a work in progress developing a quantified model of player behavior for interpreting telemetry data from a first-person roll-playing game (RPG). This kind of model constitutes a grammar that will allow us to make sense of low-level behavioral data to assess personality, decision-making, and other cognitive constructs through behavioral measures.
通过遥测日志理解玩家行为是一个重要但尚未解决的问题。随着时间的推移,解释玩家低级行为的意义非常重要,因为它可以用于(a)开发更具适应性和个性化的游戏体验,(b)发现游戏设计问题,以及(c)理解游戏环境中的人类认知过程,更不用说它在学习、训练和健康方面的使用和应用。在本文中,作者描述了一项正在进行的工作,即开发一种用于解释第一人称角色扮演游戏(RPG)遥测数据的玩家行为量化模型。这种模型构成了一种语法,使我们能够理解低级行为数据,从而通过行为测量来评估个性、决策和其他认知结构。
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引用次数: 1
Gamified co-design with cooperative learning at school 游戏化协同设计与学校合作学习
A. Melonio
This paper reports on the Ph.D work of A.Melonio. The work deals with co-design for learning contexts. Since co-design with children should be engaging, the Ph.D. work proposes to gamify learning contexts with game ideas and elements for playfully engaging learners and teachers alike. Moreover, since co-design requires to create a sense of partnership, the Ph.D. research proposes the adoption of cooperative learning strategies for fostering the inclusion of all in the design process. In the opening, the main research area and the motivation of this Ph.D work are overviewed. The paper continues presenting the research method of the Ph.D. work and the related goal, objectives and questions. The paper ends recapping the result to date and the next steps to reach.
本文报道了A.Melonio的博士工作。这项工作涉及学习环境的协同设计。因为与儿童的共同设计应该具有吸引力,所以博士的工作建议用游戏理念和元素将学习环境游戏化,让学习者和教师都能参与其中。此外,由于共同设计需要创造一种伙伴关系,博士研究建议采用合作学习策略来促进设计过程中所有人的包容。本文首先概述了本博士的主要研究领域和研究动机。论文继续介绍了博士工作的研究方法以及相关的目标、目的和问题。论文最后概述了迄今为止的结果和下一步要达到的目标。
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引用次数: 0
Beyond gamification: designing behavior change games 超越游戏化:设计行为改变游戏
Dustin DiTommaso, C. Taylor
Participants in this hands-on workshop will learn the mechanics of clinically tested behavior change interventions, as well as techniques game designers use to motivate, engage and reward players through a game's lifecycle. A practical, step-by-step methodology will be introduced and built upon throughout this 4 hour course, resulting in a scalable framework and process for designing playful and practical behavior change games.
参与者将学习临床测试的行为改变干预机制,以及游戏设计师在游戏生命周期中用来激励、吸引和奖励玩家的技术。一个实用的,一步一步的方法将在这4小时的课程中介绍和建立,从而形成一个可扩展的框架和过程,用于设计有趣和实用的行为改变游戏。
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引用次数: 5
Know before you go: feelings of flow for older players depends on game and player characteristics 在你开始之前要知道:老年玩家的心流感受取决于游戏和玩家特征
Laura A. Whitlock, A. McLaughlin, William Leidheiser, Maribeth Gandy Coleman, Jason C. Allaire
The success of therapeutic games has received recent attention in the research literature, particularly for health issues frequently experienced by adults over age sixty-five. However, less is known about the experience of older adults after interaction with these games and what may promote their adoption and use. We measured the development of flow in a study of over 100 older adults who played a video game for 15 hours across three weeks. Findings indicate that flow development was affected by both individual differences between participants, measured prior to any game experience, and to characteristics of the game, particularly those related to usability of the interface and input device. We conclude with discussion of the flow experience in games for older adults and guidelines for the design of engaging and immersive therapeutic games.
治疗游戏的成功最近引起了研究文献的关注,特别是针对65岁以上成年人经常遇到的健康问题。然而,我们对老年人在与这些游戏互动后的体验知之甚少,也不知道是什么促使他们接受和使用这些游戏。我们对100多名老年人进行了一项研究,这些老年人在三周内玩了15个小时的电子游戏,我们测量了他们心流的发展。研究结果表明,参与者之间的个体差异(在任何游戏体验之前测量)和游戏特征(特别是与界面和输入设备的可用性相关的特征)都会影响心流发展。最后,我们将讨论老年人游戏中的心流体验,以及设计沉浸式治疗游戏的指导原则。
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引用次数: 11
Engines of play: how player motivation changes over time 游戏引擎:玩家动机如何随时间变化
J. VandenBerghe
The talk is a first (probably doomed and certainly biased) attempt by the speaker to fuse his work-to-date on the 5 Domains of Play (a gamer-translation of the Big 5 psychological model) with Scott Rigby & co.'s PENS model (a gamer-translation of Self- Determination Theory). While trying to form this Player Motivational Voltron, we may touch briefly on how a few other existing models might also be compatible this horrid abomination, but the focus of this talk will be squarely on PENS and the 5 Domains. The goal is to describe a map of player motivations that not only talks about player typologies and satisfactions, but that can also describe how player motivations change as they move from first-contact, engagement, and on into nostalgia. It will probably never work. But the attempt should at least be entertaining to watch.
这次演讲是演讲者第一次尝试将他迄今为止关于游戏的5个领域(游戏邦注:这是对大5心理模型的玩家翻译)与Scott Rigby & co.的PENS模型(游戏邦注:这是对自我决定理论的玩家翻译)结合起来。在试图形成这个玩家动机Voltron的同时,我们可能会简要地谈到其他一些现有的模型是如何与这个可怕的怪物兼容的,但这次演讲的重点将是pen和5个领域。我们的目标是描述一幅玩家动机地图,不仅要讨论玩家类型和满意度,还要描述玩家从第一次接触、粘性到怀旧的动机变化情况。它可能永远不会奏效。但这种尝试至少应该具有观赏性。
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引用次数: 9
Making the best of imperfect data: reflections on an ideal world 充分利用不完美的数据:对理想世界的反思
Michael S. Ambinder
As we gather data to inform game design choices, we often run into situations where the information we gather is acquired through biased methodologies or incomplete in some fashion or not necessarily suited to answer the specific question at hand. This talk will speculate on how we could attempt to solve some of these common issues as well as look to the future of what might be possible in Games User Research. By drawing on relevant findings from psychology, examples drawn from real world experience, advances in technology, and a healthy dose of optimism, this talk will attempt to envision a world where our processes are less biased, our data is more complete, and we are able to address a much broader range of investigations than is currently possible.
当我们收集数据来指导游戏设计选择时,我们经常会遇到这样的情况:我们收集的信息是通过有偏见的方法获得的,或者以某种方式不完整,或者不一定适合回答手头的特定问题。本次演讲将探讨我们如何解决这些常见问题,并展望游戏用户研究的未来发展方向。通过借鉴心理学的相关发现、来自现实世界经验的例子、技术的进步和健康的乐观态度,本次演讲将尝试设想一个我们的过程更少偏见、我们的数据更完整、我们能够处理比目前可能的更广泛的调查的世界。
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引用次数: 1
Immaculacy: a game of privacy 完美:一场隐私游戏
April Suknot, Timothy Chavez, N. Rackley, Patrick Gage Kelley
With the intent of addressing growing concerns regarding online privacy, Immaculacy is an interactive story that immerses the player in a slightly dystopian world littered with privacy issues. Events unfold in the narrative based on hidden scores kept during gameplay and calculated based on specific decisions made by the player. Ultimately, we hope to create an engaging environment that helps players consider the decisions they are making in their own lives. We give the player experience with many privacy issues through their explorations of a world of hyper surveillance and connectivity.
为了解决人们对网络隐私日益增长的担忧,《Immaculacy》是一个互动故事,让玩家沉浸在一个充满隐私问题的反乌托邦世界中。故事中的事件展开是基于游戏过程中的隐藏分数,并基于玩家所做出的特定决定而进行计算。最终,我们希望创造一个吸引人的环境,帮助玩家考虑他们在自己的生活中所做的决定。我们通过玩家探索一个高度监视和连接的世界,给他们带来许多隐私问题的体验。
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引用次数: 7
期刊
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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