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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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Little Newton: an educational physics game 小牛顿:一个教育物理游戏
Natalie Lyon, Josep Valls-Vargas, Caroline Guevara, Ning Shao, Junyu Zhu, Jichen Zhu
Little Newton is a 3D defense game in which the player learns about basic physics concepts by controlling physical attributes of projectiles. The mechanics of the game require the player to learn the basics of parabolic arcs, and friction in order to make use of the projectiles. Educational and learning theories are applied to the design in order to increase the ability of the player to learn how to play the game itself and therefore learn physics concepts in the process, balancing entertainment and educational content.
《Little Newton》是一款3D防御游戏,玩家通过控制弹丸的物理属性来学习基本的物理概念。游戏的机制要求玩家学习抛物线和摩擦的基础知识,以便使用弹丸。将教育和学习理论应用于设计中是为了提高玩家学习如何玩游戏的能力,从而在此过程中学习物理概念,平衡娱乐和教育内容。
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引用次数: 5
Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia 设计一个游戏系统来支持收集、管理、探索和分享体育纪念品
Diane K. Watson, Deltcho Valtchanov, Mark S. Hancock, R. Mandryk
Collectors often attach memories and stories to the objects they collect. These stories can be lost over time, and particularly when the collections are digitized. In this paper, we present semi-structured interviews with collectors of hockey memorabilia to inform a set of design guidelines for creating games and playful interfaces that support collectors. Our interviews highlighted the importance of narrative, organization, and authenticity to collection, and identified the need to support emergent behaviour. Our work provides an example of gameful design principles that could motivate collectors to digitize and share their collections.
收藏家们常常把回忆和故事附加到他们所收集的物品上。随着时间的推移,这些故事可能会丢失,尤其是当这些藏品被数字化时。在本文中,我们对曲棍球纪念品收藏者进行了半结构化的采访,以提供一套设计指南,帮助他们创造游戏和有趣的界面。我们的采访强调了叙事、组织和真实性对收集的重要性,并确定了支持突发行为的必要性。我们的工作提供了一个游戏设计原则的例子,可以激励收藏家数字化和分享他们的收藏。
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引用次数: 3
Predicting the metascore with a subjective user experience data 用主观用户体验数据预测元得分
Jari Takatalo, J. Häkkinen
The aim of this study is to test how well a subjective user experience (UX) data predicts the Metascore of a digital game. The Metascore calculated by the Metacritic.com is one of the most important indicators of a game's commercial success. Thus, game companies are interested in finding reliable in-house tools to estimate the Metascore before releasing their product. We utilized subjective survey data to test a preliminary regression model for Metascore. The model explained over 50% of the variance between the Metascores. Practically, this means that we can predict a correct Metascore class (e.g., universal acclaim) with 75% accuracy. These promising results provide good grounds for future research on the topic.
这项研究的目的是测试主观用户体验(UX)数据如何预测数字游戏的Metascore。Metacritic.com计算的Metascore是衡量游戏商业成功的最重要指标之一。因此,游戏公司有兴趣在发行产品前找到可靠的内部工具来评估Metascore。我们利用主观调查数据来检验Metascore的初步回归模型。该模型解释了metascore之间超过50%的差异。实际上,这意味着我们可以以75%的准确率预测正确的Metascore类别(例如,普遍好评)。这些有希望的结果为今后的研究提供了良好的基础。
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引用次数: 0
Design guidelines for audio-based game features 基于音频的游戏功能设计指南
Tiffany Tong, Daniel Zingaro, S. Engels
The game design process integrates visual, audio, gameplay, and control elements into a single experience. Of these, the audio component is often treated as a secondary concern in both the design and research arenas. Our research seeks to remedy this, by focusing on audio elements of games, their impact they can have, and how audio design can be integrated in the overall design process. This poster will present the audio games we have created to test these elements, and our current research findings on how audio features can affect overall gameplay. We will also propose the configuration of these audio features for effective audio-based games.
游戏设计过程将视觉、音频、游戏玩法和控制元素整合到一个单一的体验中。其中,音频组件在设计和研究领域通常被视为次要关注点。我们的研究旨在通过关注游戏的音频元素,它们的影响,以及如何将音频设计整合到整体设计过程中来解决这个问题。这张海报将展示我们为测试这些元素而创造的音频游戏,以及我们目前关于音频功能如何影响整体游戏玩法的研究结果。我们还将建议为有效的基于音频的游戏配置这些音频功能。
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引用次数: 1
The first hour experience: how the initial play can engage (or lose) new players 第一个小时的体验:最初的游戏如何吸引(或失去)新玩家
Gifford Cheung, Thomas Zimmermann, Nachiappan Nagappan
The first time a player sits down with a game is critical for their engagement. Games are a voluntary activity and easy to abandon. If the game cannot hold player attention, it will not matter how much fun the game is later on if the player quits early. Worse, if the initial experience was odious enough, the player will dissuade others from playing. Industry advice is to make the game fun from the start to hook the player. In our analysis of over 200 game reviews and interviews with industry professionals, we advance an alternative, complementary solution. New design terminology is introduced such as "holdouts" (what keeps players playing despite poor game design) and the contrast between momentary fun vs. intriguing experiences. Instead of prioritizing fun, we assert that intrigue and information should be seen as equally valuable for helping players determine if they want to continue playing. The first sustained play session (coined "first hour"), when inspected closely, offers lessons for game development and our understanding of how players evaluate games as consumable products.
玩家第一次接触游戏对他们的粘性至关重要。游戏是一种自愿的活动,很容易放弃。如果游戏不能吸引玩家的注意力,那么如果玩家提前退出游戏,那么游戏再有趣也没有意义。更糟糕的是,如果最初的体验足够糟糕,玩家便会阻止其他人继续游戏。业界的建议是让游戏从一开始就变得有趣,从而吸引玩家。在我们对超过200个游戏评论的分析和对行业专业人士的采访中,我们提出了一个替代的、互补的解决方案。引入了新的设计术语,如“holdout”(游戏邦注:即让玩家在糟糕的游戏设计下仍继续游戏)以及短暂乐趣与有趣体验之间的对比。比起优先考虑趣味性,我们认为阴谋和信息对于帮助玩家决定是否继续游戏同样有价值。当我们仔细观察第一个持续的游戏环节(即“第一个小时”)时,我们便会发现它能够为游戏开发提供一些经验教训,并帮助我们更好地理解玩家是如何将游戏视为可消费产品的。
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引用次数: 39
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play 第一届ACM SIGCHI人机交互年度研讨会论文集
L. Nacke, T. Graham
It is our great pleasure to welcome you to the first ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY'14. CHI PLAY is a new international and interdisciplinary conference series for researchers and professionals across all areas of play, games and humancomputer interaction (HCI), we call it: "player-computer interaction." This conference is the first of its kind and we see CHI PLAY as a great opportunity to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. This year is the inaugural year of this symposium and is bound to set future traditions of being the premier forum for presentation of research results and experience reports on leading edge issues of novel game interaction, player experience evaluations, neurogaming, gamification, exertion games, games user research, player psychology, social game systems, serious games, game developer applications, interaction design and theory. The mission of the symposium is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games. The conference provides a meeting place of practitioners and academics for presenting and discussing peer-reviewed academic papers and the latest breaking results and approaches from industry. The call for papers attracted submissions from Asia, Canada, Australia, Europe, and the United States. We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. All full papers were blind reviewed by peer reviewers as well as a committee member. Accepted papers are published in the ACM Digital Library.
我们非常高兴地欢迎您参加首届ACM SIGCHI人机交互游戏年会——CHI Play '14。CHI PLAY是面向游戏、游戏和人机交互(HCI)各个领域的研究人员和专业人士的全新国际跨学科会议系列,我们称之为“玩家-计算机交互”。这是第一次这样的会议,我们认为CHI PLAY是一个很好的机会,可以突出和促进当前高质量游戏研究的讨论,并将HCI作为未来数字游戏的基础。今年是该研讨会的第一年,并注定将成为展示研究成果和经验报告的主要论坛,内容涉及新颖游戏互动,玩家体验评估,神经游戏,游戏化,运动游戏,游戏用户研究,玩家心理学,社交游戏系统,严肃游戏,游戏开发者应用,交互设计和理论等前沿问题。本次研讨会的任务是分享游戏交互设计和分析方面的见解,以满足开发者、研究人员和设计师的需求,并确定未来人机交互和游戏研究和开发的新方向。CHI PLAY为研究人员和从业者提供了一个独特的机会,与其他对游戏中HCI的各个方面感兴趣的人分享他们的观点。会议为业内人士和学者提供了一个会议场所,展示和讨论同行评审的学术论文以及业界最新的突破性成果和方法。论文征集活动吸引了来自亚洲、加拿大、澳大利亚、欧洲和美国的投稿。我们选择了一个由人机交互和游戏研究专家组成的项目委员会来领导科学评审过程。所有论文全文均由同行评议人和一名委员会成员进行盲审。被录用的论文发表在ACM数字图书馆。
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引用次数: 5
Player strategies: achieving breakthroughs and progressing in single-player and cooperative games 玩家策略:在单人和合作游戏中取得突破和进步
I. Iacovides, A. Cox, A. Avakian, Thomas Knoll
Challenge is considered to be one of the key components of game-play, where game designers face the tricky task of getting the balance right so that game-play is neither too easy nor too difficult. Through attempting in-game challenges, players experience cycles of breakdown and breakthrough, where breakthroughs involve moments of insight in which learning occurs. However, little attention has been given to how players actually overcome challenges to progress during game-play. Across two studies, we explore the ways in which players attempt to achieve breakthroughs in relation to single-player and co-located multiplayer games. We identified a number of strategies that are used by players, which illustrate how learning occurs during play. For instance, while "Experiment" involves forming an informal hypothesis, "Trial & error" occurs when the player tries to find out what, if anything, will happen when they carry out an action. These strategies are considered in relation to supporting player progress and engaging game-play when designing commercial and educational games.
挑战被认为是玩法的关键组成部分之一,游戏设计师面临着平衡游戏玩法的棘手任务,这样游戏玩法既不会太简单也不会太困难。通过尝试游戏中的挑战,玩家会经历崩溃和突破的循环,其中突破涉及到学习的洞察力时刻。然而,很少有人关注玩家如何在游戏过程中克服挑战。通过两项研究,我们探索了玩家在单人游戏和多人游戏中取得突破的方式。我们确定了玩家使用的一些策略,这些策略说明了学习是如何在游戏中发生的。例如,“实验”涉及形成一个非正式的假设,而“试错”则发生在玩家试图找出他们执行行动时会发生什么(如果有的话)时。在设计商业和教育游戏时,这些策略与支持玩家进程和吸引玩家的玩法有关。
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引用次数: 31
Towards balancing learner autonomy and pedagogical process in educational games 论教育游戏中学习者自主与教学过程的平衡
Jichen Zhu, Aroutis Foster, Glen Muschio, Justin H. Patterson, Josep Valls-Vargas, Daniel Newman
We present the preliminary work in the TAEMILE project, which aims to co-regulate the learning process in educational games by automatically balancing learners autonomy and the pedagogical processes intended by educators. We focus on our design rationale and the initial results from our user study.
我们介绍了TAEMILE项目的初步工作,该项目旨在通过自动平衡学习者的自主性和教育者的教学过程来共同调节教育游戏中的学习过程。我们专注于我们的设计原理和用户研究的初步结果。
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引用次数: 4
Exploring the effect of achievements on students attending university orientation 探索学业成就对学生参加大学迎新会的影响
Zachary Fitz-Walter, Peta Wyeth, D. Tjondronegoro, Daniel M. Johnson
University orientation is a key event for new students that aids in the transition from a school to a university environment. A smartphone orientation application was built to aid students attending the event. Achievements were added to the application in an attempt to engage students further with the orientation activities and application. An exploratory field study was undertaken to evaluate the effect of the achievement system on participants attending orientation. Forty-six new students were recruited to test the orientation application. Twenty-six participants used a gamified version of the orientation application and twenty participants used a non-gamified version. While the gamification was generally well received, no impact on user experience was evident. Some effect on engagement with orientation activities was shown. Participants who used the gamified system reported the game elements as fun, but some negative issues arose, such as cheating.
大学适应是新生从学校过渡到大学环境的关键事件。一款智能手机定向应用程序被开发出来,以帮助学生参加此次活动。成绩被添加到申请中,试图进一步吸引学生参加迎新活动和申请。本研究采用探索性的实地研究来评估成就系统对参加辅导的参与者的影响。招募了46名新生来测试入学申请。26名参与者使用游戏化版本的定向应用程序,20名参与者使用非游戏化版本。虽然游戏化普遍受到欢迎,但对用户体验没有明显影响。结果表明,学生对迎新活动的参与有一定的影响。使用游戏化系统的参与者认为游戏元素很有趣,但也出现了一些负面问题,比如作弊。
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引用次数: 22
ASPECT: sinking and floating haptics for elementary school students 面向小学生的下沉和漂浮触觉
S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue
Traditional classroom methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. Incorporating haptic force-feedback controllers may help to improve traditional teaching methods. ASPECT: Sinking and Floating, targets student misconceptions via an interactive playable simulation. In addition to targeting misconceptions, ASPECT: Sinking and Floating also uses a Novint Falcon (http://www.novint.com/index.php/novintfalcon) haptic force-feedback controller to enable direct feeling of forces. This paper presents our design process and initial findings.
传统的课堂教学方法对小学生的浮力(下沉和漂浮)概念往往是无效的。结合触觉力反馈控制器可能有助于改进传统的教学方法。看点:下沉和漂浮,通过互动式可玩模拟来消除学生的误解。除了针对误解之外,《ASPECT:下沉和漂浮》还使用了Novint Falcon (http://www.novint.com/index.php/novintfalcon)触觉力反馈控制器来实现对力的直接感觉。本文介绍了我们的设计过程和初步发现。
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引用次数: 0
期刊
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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