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.
{"title":"TF-CBT triangle of life: a game to help with cognitive behavioral therapy","authors":"Etaba Assigana, Eric Chang, Seungsuk Cho, Vivek Kotecha, Bing Liu, H. Turner, Yan Zhang, Michael G. Christel, S. Stevens","doi":"10.1145/2658537.2658684","DOIUrl":"https://doi.org/10.1145/2658537.2658684","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"128 6 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":"124240027","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}
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.
{"title":"Using play as a lens to bridge the physical with the digital","authors":"Gavin Wood","doi":"10.1145/2658537.2659012","DOIUrl":"https://doi.org/10.1145/2658537.2659012","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"8 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":"116893410","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}
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.
{"title":"Around the world in 8 workshops: investigating anticipated player experiences of children","authors":"C. Moser, Yoram Chisik, M. Tscheligi","doi":"10.1145/2658537.2658702","DOIUrl":"https://doi.org/10.1145/2658537.2658702","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"87 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":"122949345","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. 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.
{"title":"A bottom-up method for developing a trait-based model of player behavior","authors":"M. A. Kabakov, Alessandro Canossa, M. S. El-Nasr, J. Badler, Randy C. Colvin, Stefanie Tignor, Zhengxing Chen, Kunal Asarsa","doi":"10.1145/2658537.2661320","DOIUrl":"https://doi.org/10.1145/2658537.2661320","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"124 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":"124152487","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 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.
{"title":"Gamified co-design with cooperative learning at school","authors":"A. Melonio","doi":"10.1145/2658537.2659010","DOIUrl":"https://doi.org/10.1145/2658537.2659010","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"12 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":"131792821","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}
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.
{"title":"Beyond gamification: designing behavior change games","authors":"Dustin DiTommaso, C. Taylor","doi":"10.1145/2658537.2662410","DOIUrl":"https://doi.org/10.1145/2658537.2662410","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"46 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":"122450634","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}
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.
{"title":"Know before you go: feelings of flow for older players depends on game and player characteristics","authors":"Laura A. Whitlock, A. McLaughlin, William Leidheiser, Maribeth Gandy Coleman, Jason C. Allaire","doi":"10.1145/2658537.2658703","DOIUrl":"https://doi.org/10.1145/2658537.2658703","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"18 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":"126483263","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}
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.
{"title":"Engines of play: how player motivation changes over time","authors":"J. VandenBerghe","doi":"10.1145/2658537.2677953","DOIUrl":"https://doi.org/10.1145/2658537.2677953","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"4 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":"114188428","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}
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.
{"title":"Making the best of imperfect data: reflections on an ideal world","authors":"Michael S. Ambinder","doi":"10.1145/2658537.2674094","DOIUrl":"https://doi.org/10.1145/2658537.2674094","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"42 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":"124117809","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}
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.
{"title":"Immaculacy: a game of privacy","authors":"April Suknot, Timothy Chavez, N. Rackley, Patrick Gage Kelley","doi":"10.1145/2658537.2662971","DOIUrl":"https://doi.org/10.1145/2658537.2662971","url":null,"abstract":"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.","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":"132209468","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}