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.
{"title":"PoetryLab: a close listening game for iOS","authors":"Ian A. Arawjo, Christine Mitchell, Jason Camlot","doi":"10.1145/2658537.2662972","DOIUrl":"https://doi.org/10.1145/2658537.2662972","url":null,"abstract":"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.","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":"132749261","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}
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.
{"title":"A model of game design activity: new perspectives on creativity and innovation","authors":"Laureline Chiapello","doi":"10.1145/2658537.2659011","DOIUrl":"https://doi.org/10.1145/2658537.2659011","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"200 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":"132315612","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}
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.
{"title":"\"Toru\": a game that reverses the wisdom of age using mosquito sound","authors":"John Smith, Kazuhiro Jo","doi":"10.1145/2658537.2662973","DOIUrl":"https://doi.org/10.1145/2658537.2662973","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"9 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":"133610568","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}
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.
{"title":"Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play","authors":"Daniel J. Finnegan, Eduardo Velloso, Robb Mitchell, F. Mueller, Richard Byrne","doi":"10.1145/2658537.2661309","DOIUrl":"https://doi.org/10.1145/2658537.2661309","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"79 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":"131207284","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}
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.
{"title":"Developing iconic and semi-iconic game controllers","authors":"L. Nacke, João P. Costa, Dennis L. Kappen, James Robb, Daniel Buckstein","doi":"10.1145/2658537.2661327","DOIUrl":"https://doi.org/10.1145/2658537.2661327","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"23 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":"124769356","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}
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.
{"title":"Participatory design for serious game design: truth and lies","authors":"Rilla Khaled, V. Abeele, M. Mechelen, A. Vasalou","doi":"10.1145/2658537.2659018","DOIUrl":"https://doi.org/10.1145/2658537.2659018","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"27 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":"123796800","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}
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.
{"title":"ASCENT: a first person mountain climbing game on the oculus rift","authors":"Tristan Dufour, Vincent Pellarrey, Philippe Chagnon, A. Majdoubi, Théo Torregrossa, Vladimir Nachbaur, Cheng Li, Ricardo Ibarra Cortes, Jonathan Clermont, Florent Dumas","doi":"10.1145/2658537.2662969","DOIUrl":"https://doi.org/10.1145/2658537.2662969","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"36 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":"114971869","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}
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.
{"title":"Examining the impact of game interventions on depression among older adults","authors":"Jinhui Li","doi":"10.1145/2658537.2659009","DOIUrl":"https://doi.org/10.1145/2658537.2659009","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"116 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":"131791283","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. 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.
{"title":"PLEX as input and evaluation tool in persuasive game design: pilot study","authors":"M. V. Dooren, R. Spijkerman, R. Goossens, V. Hendriks, V. Visch","doi":"10.1145/2658537.2661314","DOIUrl":"https://doi.org/10.1145/2658537.2661314","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"34 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":"132200899","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}
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.
{"title":"Jelly polo: increasing richness and competition in sports games using small-scale exertion","authors":"Mike Sheinin, C. Gutwin","doi":"10.1145/2658537.2662981","DOIUrl":"https://doi.org/10.1145/2658537.2662981","url":null,"abstract":"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.","PeriodicalId":126882,"journal":{"name":"Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play","volume":"25 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":"133685609","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}