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.
{"title":"Little Newton: an educational physics game","authors":"Natalie Lyon, Josep Valls-Vargas, Caroline Guevara, Ning Shao, Junyu Zhu, Jichen Zhu","doi":"10.1145/2658537.2662985","DOIUrl":"https://doi.org/10.1145/2658537.2662985","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"21 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":"114290832","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}
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.
{"title":"Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia","authors":"Diane K. Watson, Deltcho Valtchanov, Mark S. Hancock, R. Mandryk","doi":"10.1145/2658537.2661322","DOIUrl":"https://doi.org/10.1145/2658537.2661322","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"130 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":"127383169","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 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.
{"title":"Predicting the metascore with a subjective user experience data","authors":"Jari Takatalo, J. Häkkinen","doi":"10.1145/2658537.2661299","DOIUrl":"https://doi.org/10.1145/2658537.2661299","url":null,"abstract":"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.","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":"127396377","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 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.
{"title":"Design guidelines for audio-based game features","authors":"Tiffany Tong, Daniel Zingaro, S. Engels","doi":"10.1145/2658537.2661307","DOIUrl":"https://doi.org/10.1145/2658537.2661307","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"110 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":"127997320","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}
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.
{"title":"The first hour experience: how the initial play can engage (or lose) new players","authors":"Gifford Cheung, Thomas Zimmermann, Nachiappan Nagappan","doi":"10.1145/2658537.2658540","DOIUrl":"https://doi.org/10.1145/2658537.2658540","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"21 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":"126651311","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}
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。
{"title":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","authors":"L. Nacke, T. Graham","doi":"10.1145/2658537","DOIUrl":"https://doi.org/10.1145/2658537","url":null,"abstract":"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. \u0000 \u0000The 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.","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":"128988424","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}
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.
{"title":"Player strategies: achieving breakthroughs and progressing in single-player and cooperative games","authors":"I. Iacovides, A. Cox, A. Avakian, Thomas Knoll","doi":"10.1145/2658537.2658697","DOIUrl":"https://doi.org/10.1145/2658537.2658697","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"21 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":"122125283","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, 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.
{"title":"Towards balancing learner autonomy and pedagogical process in educational games","authors":"Jichen Zhu, Aroutis Foster, Glen Muschio, Justin H. Patterson, Josep Valls-Vargas, Daniel Newman","doi":"10.1145/2658537.2661326","DOIUrl":"https://doi.org/10.1145/2658537.2661326","url":null,"abstract":"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.","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":"124748346","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}
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.
{"title":"Exploring the effect of achievements on students attending university orientation","authors":"Zachary Fitz-Walter, Peta Wyeth, D. Tjondronegoro, Daniel M. Johnson","doi":"10.1145/2658537.2658700","DOIUrl":"https://doi.org/10.1145/2658537.2658700","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"55 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":"124508050","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}
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.
{"title":"ASPECT: sinking and floating haptics for elementary school students","authors":"S. Chen, D. Borland, Marc Russo, Ryan Grady, James Minogue","doi":"10.1145/2658537.2661319","DOIUrl":"https://doi.org/10.1145/2658537.2661319","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"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":"126461736","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}