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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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PoetryLab: a close listening game for iOS PoetryLab: iOS上的一款听力游戏
Ian A. Arawjo, Christine Mitchell, Jason Camlot
PoetryLab is a close listening game for iOS in which players manipulate a virtual reel-to-reel tape machine and learn editing techniques to solve sound puzzles featuring recorded poetry. Gameplay teaches players about poetry and recording media from both auditory and archival perspectives. Players are trained to listen to and interact with recorded speech in new and unfamiliar ways as they discover the provenance of the poetry excerpts -- a university reading series held in 1960-1970s Montreal.
PoetryLab是一款面向iOS平台的近距离聆听游戏,在游戏中,玩家可以操控一台虚拟的卷轴式磁带机,学习编辑技巧来解决以录制诗歌为特色的声音难题。游戏玩法从听觉和档案的角度教会玩家诗歌和记录媒体。玩家被训练以新的和不熟悉的方式听录音并与之互动,因为他们发现了诗歌节选的出处——20世纪60年代至70年代在蒙特利尔举行的大学阅读系列。
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引用次数: 2
A model of game design activity: new perspectives on creativity and innovation 游戏设计活动模型:关于创造力和创新的新视角
Laureline Chiapello
Innovation and creativity seem to be mere buzzwords, but the quest for innovation and creativity by game companies is very real. This Ph.D. dissertation suggests adopting a new perspective on these concepts by abandoning a managerial attitude and favoring a design approach. The design process of video games is under-studied, and this research aims to create a model of video game design activity, using the already existing literature in the field of design, and the observation of actual game designers in Montreal.
创新和创造力似乎只是流行语,但游戏公司对创新和创造力的追求是真实存在的。这篇博士论文建议通过放弃管理态度和赞成设计方法来采用新的视角来看待这些概念。电子游戏的设计过程还没有得到充分的研究,本研究旨在利用设计领域已有的文献,并通过对蒙特利尔实际游戏设计师的观察,创建一个电子游戏设计活动的模型。
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引用次数: 0
"Toru": a game that reverses the wisdom of age using mosquito sound “Toru”:一款利用蚊子的声音逆转年龄智慧的游戏
John Smith, Kazuhiro Jo
We propose "Toru," a game that reverses the game skills developed as a person ages using ultra-high-frequency (mosquito) sound. The game has its origin in the computer game Simon (1978), which we interpret from visual to auditory form using the mosquito sound (i.e., ultra-high-frequency sound) for its difficulty settings. Because of individual variations in hearing, the Toru game transforms its character from Mimicry (simulation) to Alea (chance), and provides an opportunity to reverse the wisdom of age (i.e., game skills advantage) developed by adults over the years.
我们推荐“Toru”,这是一款利用超高频(蚊子)声音逆转随着年龄增长而发展的游戏技能的游戏。这款游戏起源于电脑游戏《Simon》(1978),我们使用蚊子的声音(即超高频声音)作为难度设置,将其从视觉形式转化为听觉形式。由于听力的个体差异,Toru游戏将其角色从Mimicry(模拟)转变为Alea(机会),并提供了一个逆转成人多年来发展的年龄智慧(即游戏技能优势)的机会。
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引用次数: 0
Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play 驯鹿与狼:探索多人数字身体游戏中的感官剥夺
Daniel J. Finnegan, Eduardo Velloso, Robb Mitchell, F. Mueller, Richard Byrne
Games designed around digital bodily play involve bodily movement and expression to create engaging gameplay experiences. Most feedback in these games takes the form of visual stimuli. To explore the gameplay mechanics afforded by depriving players from these visual cues, we designed Reindeer & Wolves, a role-playing game where blindfolded players capture other players relying on their hearing alone. Based on our design and play testing, we devised four strategies for designing games that incorporate sensory deprivation as an element of the core mechanic.
围绕数字身体玩法设计的游戏涉及身体运动和表达,以创造引人入胜的游戏体验。这些游戏中的大多数反馈都是视觉刺激的形式。为了探索剥夺玩家这些视觉线索的玩法机制,我们设计了《驯鹿与狼》,这是一款角色扮演游戏,玩家被蒙住眼睛,仅凭听觉就能捕获其他玩家。基于我们的设计和游戏测试,我们设计了4种将感官剥夺作为核心机制元素的游戏设计策略。
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引用次数: 18
Developing iconic and semi-iconic game controllers 开发标志性和半标志性的游戏控制器
L. Nacke, João P. Costa, Dennis L. Kappen, James Robb, Daniel Buckstein
We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.
我们提出了半图标游戏输入的概念(即,共享游戏对象的某些属性,而不是它们的完整图标表示),并研究了控制器表示对玩家体验的影响。特别是,我们开发了不同程度的现实主义游戏控制器(象征性、半标志性和标志性)。我们介绍了开发的控制器和初步的可用性发现。
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引用次数: 1
Participatory design for serious game design: truth and lies 严肃游戏设计的参与式设计:真相与谎言
Rilla Khaled, V. Abeele, M. Mechelen, A. Vasalou
While the importance of participatory design has been acknowledged broadly within the field of HCI, its use in serious games is less frequent. This workshop will explore the underpinning reasons for this gap and advance the identification of philosophical, methodological and pragmatic opportunities as well as challenges. The workshop will serve as a venue for synthesizing productive practices and a future agenda that will benefit serious game design processes.
虽然参与式设计的重要性在HCI领域得到了广泛认可,但它在严肃游戏中的应用却很少。本次研讨会将探讨这一差距的根本原因,并推进哲学,方法和务实的机会以及挑战的识别。研讨会将作为综合生产实践和未来议程的场所,这将有利于严肃的游戏设计过程。
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引用次数: 23
ASCENT: a first person mountain climbing game on the oculus rift 攀登:在oculus rift上的第一人称登山游戏
Tristan Dufour, Vincent Pellarrey, Philippe Chagnon, A. Majdoubi, Théo Torregrossa, Vladimir Nachbaur, Cheng Li, Ricardo Ibarra Cortes, Jonathan Clermont, Florent Dumas
ASCENT is a first person mountain climbing game on the Oculus Rift (PC). The player attempts to ascend the highest peaks of each continent. Equipped with two ice axes, he challenges the breathtaking slopes of mountaineering legends such as the Eiger, Denali and Mount Everest. His ascents are captured by his GoPro and watched by millions on the web. Thanks to his sponsors and his fans, the player will be able to test himself on new mountains and upgrade his equipment.
ASCENT是一款基于Oculus Rift (PC)的第一人称登山游戏。玩家试图攀登每个大陆的最高峰。他带着两把冰镐,挑战着登山传奇人物如艾格尔峰、德纳里峰和珠穆朗玛峰的惊险斜坡。他的攀爬过程被他的GoPro拍摄下来,数百万人在网上观看。感谢他的赞助商和他的粉丝,玩家将能够在新的山上测试自己并升级他的装备。
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引用次数: 9
Examining the impact of game interventions on depression among older adults 研究游戏干预对老年人抑郁症的影响
Jinhui Li
My dissertation research aims to investigate the feasibility and effects of game interventions as depression treatment for geriatric depression. More specifically, I will examine the effects of both game types and settings on older adults' depression. A between-subject factorial design experiment will be conducted to address the main purpose. Results from the study will contribute to existing literature on the influencing mechanisms of games for depression, and provide practical knowledge of game design for mental health purposes.
本文旨在探讨游戏干预治疗老年抑郁症的可行性和效果。更具体地说,我将研究游戏类型和设置对老年人抑郁的影响。将进行受试者间因子设计实验来解决主要目的。本研究的结果将有助于现有文献对游戏对抑郁症的影响机制的研究,并为心理健康目的的游戏设计提供实用知识。
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引用次数: 12
PLEX as input and evaluation tool in persuasive game design: pilot study PLEX作为说服游戏设计的输入和评估工具:初步研究
M. V. Dooren, R. Spijkerman, R. Goossens, V. Hendriks, V. Visch
One of the main objectives in game design is to create game experiences that enhance the motivation to start and continue to play the game. To gain insight into which game experiences can be evolved by the game, designers have been using PLEX cards in the user input phase or in the product evaluation phase of the design process. However, to our knowledge, no research has been conducted to check if the PLEX gathered design input experiences matches the experiences that are evolved by the game in the final design. This study checks if such a use of PLEX is possible in a game design procedure for youngsters in treatment for drug addiction. Youngsters firstly selected their preferred PLEX experiences. Secondly, a game designer created a prototype based on the user's motivating experiences and a prototype based on the user's least motivating experiences. Thirdly, other youngsters from the addiction clinic evaluated both prototypes by selecting the PLEX cards that matched their game experiences best. Results suggested that motivating PLEX experiences resulted in a better tailored prototype. However, PLEX experiences derived in the user input phase could not be matched one-on-one to the ones in the evaluation phase. This can problematize the usage of PLEX as a general tool for experience-based game design.
游戏设计的主要目标之一是创造能够增强玩家开始并继续玩游戏的动机的游戏体验。为了深入了解哪些游戏体验可以通过游戏进化,设计师在设计过程的用户输入阶段或产品评估阶段使用了PLEX卡片。然而,据我们所知,目前还没有研究来检验PLEX收集的设计输入体验是否与游戏在最终设计中进化的体验相匹配。这项研究检验了在青少年戒毒治疗的游戏设计过程中是否可能使用PLEX。青少年首先选择了他们最喜欢的PLEX体验。其次,游戏设计师基于用户的激励体验和基于用户最不激励体验创造原型。第三,来自成瘾诊所的其他青少年通过选择最符合他们游戏体验的PLEX卡片来评估这两种原型。结果表明,激励PLEX体验可以产生更好的定制原型。但是,在用户输入阶段获得的PLEX经验不能与评价阶段的经验一对一地匹配。这可能会使PLEX作为基于体验的游戏设计的通用工具的使用出现问题。
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引用次数: 7
Jelly polo: increasing richness and competition in sports games using small-scale exertion 果冻马球:通过小规模运动增加体育比赛的丰富性和竞争性
Mike Sheinin, C. Gutwin
Sports video games should be inherently competitive, but they fall short in providing true competition for the players. The emphasis on statistical simulations in traditional sports video games has taken away the ability for players to gain expertise development, differentiate how they play from other players, and change the way they play throughout the course of the game. Jelly Polo, a 2D 3-on-3 sports video game uses small-scale exertion to counter the drawbacks stated above. By providing impulse-based movement and precision passing, players can gain expertise in running and passing, differentiating how they play. The small-scale exertion aspect also makes players fatigued, forcing them to strategize how they play throughout the course of a game. Jelly Polo is the first game to show that small-scale exertion can increase the richness and competitiveness in sports video games.
体育类电子游戏本来应该具有竞争性,但它们在为玩家提供真正的竞争方面存在不足。传统体育电子游戏中对统计模拟的强调剥夺了玩家获得专业技能发展的能力,使他们无法区分自己与其他玩家的比赛方式,并改变他们在整个比赛过程中的比赛方式。《Jelly Polo》是一款2D 3对3运动电子游戏,使用小规模运动来克服上述缺点。通过提供基于冲动的运动和精确传球,球员可以获得跑动和传球的专业知识,从而区分他们的比赛方式。小规模的消耗也会让玩家感到疲劳,迫使他们在整个游戏过程中制定策略。《果冻Polo》是第一个证明小规模的努力可以增加体育电子游戏的丰富性和竞争力的游戏。
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引用次数: 2
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Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
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