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Looking for the heart of interactive media: reflections on video games' emotional expression 寻找互动媒体的核心:对电子游戏情感表达的思考
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823819
Rui Craveirinha, Licinio Gomes Roque
Ever since they first originated, video games have been perceived as an inferior form of media expression. One major concern has been that they do not seem able to elicit a wide spectrum of emotions, thus being perceived as emotionally shallow. Sustained by a theoretical overview of the nature of play activities and studies on emotion elicitation by video games, this paper hypothesizes on a relationship between certain elements of traditional games and subsequent elicited emotions. From these ensue concerns regarding the narrow spectre of emotions elicited by certain prototypical game structures employed by the game design process.
自从电子游戏诞生以来,它就一直被视为一种低劣的媒体表达形式。一个主要的担忧是,他们似乎无法引发广泛的情绪,因此被认为是情感肤浅的。通过对游戏活动本质的理论概述和对电子游戏引发情感的研究,本文假设了传统游戏的某些元素与随后引发的情感之间的关系。由此产生了关于游戏设计过程中所使用的某些原型游戏结构所引发的情感范围的担忧。
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引用次数: 13
Out of sight, out of mind: co-player effects on seniors' player experience 眼不见,心不烦:合作对老年玩家体验的影响
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823826
B. J. Gajadhar, H. Nap, Y. D. Kort, W. Ijsselsteijn
Digital games are an excellent means to meet and socialize with others in leisure time. Online co-play could in particular be of great value for isolated and less mobile seniors. However, recent findings suggest that seniors have negative perceptions about mediated co-play over the Internet. Since no empirical results are available for senior gamers, we studied seniors' player experience in three play configurations with increasing levels of social presence: virtual, mediated, and co-located co-play. Results showed that -- in contrast to young adults -- the increase in a positive player experience as a result from the presence of social elements does not entirely hold for senior gamers. Online co-play is experienced as least enjoyable and seniors' sense of social presence is not affected when a computer controlled co-player is substituted by a distant human co-player.
电子游戏是休闲时间与他人见面和社交的绝佳方式。在线合作游戏对于孤僻且移动不便的老年人来说尤其有价值。然而,最近的研究结果表明,老年人对互联网上的中介合作有负面看法。由于没有针对老年玩家的实证结果,我们研究了三种社交存在水平不断提高的游戏配置:虚拟、中介和同地合作游戏。结果显示,与年轻人相比,社交元素所带来的积极玩家体验的增加并不完全适用于老年玩家。在线合作体验是最不愉快的,当计算机控制的合作玩家被远处的人类合作玩家所取代时,老年人的社交存在感不会受到影响。
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引用次数: 87
Prolonged play with the ColorFlares: how does open-ended play behavior change over time? 长时间玩ColorFlares:开放式游戏行为如何随时间变化?
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823829
L. O. Hof, Jente de Pee, J. Sturm, M. M. Bekker, Jos Verbeek
This paper describes an explorative user study with interactive objects for open-ended play, i.e. play with flexible game goals and rules. Children were asked to play with interactive objects, called the ColorFlares, in three free play sessions over a period of three weeks. We measured social interaction in terms of social play and social communication. We found that group play over all three sessions remained high. We also found that communication in the first session was mainly about the possibilities of the ColorFlares. Later on, communication was related more to the games that were played, giving each other feedback. We also discuss the personal and situational factors that have influence on the test results.
本文描述了一种带有交互式对象的探索性用户研究,用于开放式游戏,即具有灵活的游戏目标和规则的游戏。在为期三周的时间里,孩子们被要求在三个免费的游戏环节中玩被称为ColorFlares的互动物品。我们通过社交游戏和社交交流来衡量社交互动。我们发现,在这三个阶段中,团队游戏的比例仍然很高。我们还发现,在第一次会议上的交流主要是关于ColorFlares的可能性。后来,交流更多地与所玩的游戏相关,相互给予反馈。我们还讨论了影响测试结果的个人因素和情境因素。
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引用次数: 19
Recognizing self in puppet controlled virtual avatars 在木偶控制的虚拟化身中识别自我
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823825
Ali Mazalek, Michael Nitsche, S. Chandrasekharan, T. Welsh, Paul G. Clifton, Andrew Quitmeyer, Firaz Peer, Friedrich Kirschner
Recent work in neuroscience suggests that there is a common coding in the brain between perception, imagination and execution of movement. Further, this common coding is considered to allow people to recognize their own movements when presented as abstract representations, and coordinate with these movements better. We are investigating how this 'own movement effect' could be extended to improve the interaction between players and game avatars, and how it might be leveraged to augment players' cognition. To examine this question, we have designed and developed a tangible puppet interface and 3D virtual environment that are tailored to investigate the mapping between player and avatar movements. In a set of two experiments, we show that when the puppet interface is used to transfer players' movements to the avatar, the players are able to recognize their own movements, when presented alongside others' movements. In both experiments, players did not observe their movements being transferred to the avatar, and the recognition occurred after a week of the transfer. Since the recognition effect persisted even with these two handicaps, we conclude that this is a robust effect, and the puppet interface is effective in personalizing an avatar, by transferring a player's own movements to the virtual character.
最近的神经科学研究表明,在大脑中,感知、想象和运动执行之间存在着一种共同的编码。此外,这种通用编码被认为允许人们在以抽象表示形式呈现时识别自己的动作,并更好地与这些动作协调。我们正在研究如何将这种“自己的移动效果”扩展到改善玩家与游戏角色之间的互动,以及如何利用它来增强玩家的认知。为了研究这个问题,我们设计并开发了一个有形的木偶界面和3D虚拟环境,专门用于研究玩家和角色运动之间的映射。在一组两个实验中,我们表明,当木偶界面用于将玩家的动作转移到虚拟角色时,玩家能够识别自己的动作,当与其他人的动作一起出现时。在这两个实验中,玩家都没有观察到自己的动作被转移到虚拟角色身上,而这种识别是在转移一周后发生的。由于即使存在这两个障碍,识别效果仍然存在,我们得出结论,这是一个强大的效果,木偶界面通过将玩家自己的动作转移到虚拟角色上,有效地个性化了角色。
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引用次数: 16
Rule customization in head-up games 头视游戏中的规则定制
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823834
Eric Toering, I. Soute, P. Markopoulos
This research examines the feasibility of rule customization for a genre of pervasive games for children called Head-Up Games [11], which are intended to be played outdoors by children and to encourage physical activity and social interaction. An interface to allow customization of game rules was created. An evaluation involving 22 children aged 11--13, showed that children are able to customize the game and this can be an effective means of keeping them engaged with such games for longer periods.
本研究考察了一种名为“heads - up games b[11]”的儿童普遍游戏类型的规则定制可行性,这种游戏旨在让儿童在户外玩,鼓励身体活动和社交互动。创建了一个允许自定义游戏规则的界面。一项涉及22名11- 13岁儿童的评估显示,儿童能够定制游戏,这是让他们长时间沉浸在游戏中的有效方法。
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引用次数: 5
OutRandom: addressing an underrated skill 超越随机:强调被低估的技能
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823837
Tiago Borges Coelho, Maarten Wesselius, C. Papakonstantinou
This paper describes the concept, design and results of a computer game that addresses human's ability to produce random binary sequences. The game was realized in the form of an interactive installation and featured at several events. Because of its inherent motivational characteristics, it is well suited for scientific research on the production and assessment of randomness by humans.
本文描述了一个电脑游戏的概念、设计和结果,该游戏解决了人类产生随机二进制序列的能力。该游戏以互动装置的形式实现,并在多个活动中展出。由于其固有的动机特征,它非常适合于研究人类对随机性的产生和评价。
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引用次数: 3
Videogames in therapy: a therapist's perspective 治疗中的电子游戏:一个治疗师的观点
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823828
J. Annema, M. Verstraete, V. Abeele, Stef Desmet, D. Geerts
This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist. From these results recommendations for video game design were derived. Recommendations include that a therapeutic video game should be easy to startup and configure, should allow the therapist to support a patient during play, and should support the therapist in tracking a patient's performance.
这篇论文描述了一个用户和任务分析,是为了检查治疗师在治疗中使用电子游戏的角色而进行的。结果显示,视频游戏经常被使用,但可以做出改进,使其对治疗师更有效。从这些结果中我们可以得出电子游戏设计的建议。建议包括治疗性电子游戏应该易于启动和配置,应该允许治疗师在游戏过程中支持患者,并且应该支持治疗师跟踪患者的表现。
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引用次数: 58
Emotion control system for MIDI excerpts: MOR2ART MIDI节选情绪控制系统:MOR2ART
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823824
Noritaka Moriguchi, Emi Wada, M. Miura
Emotional expression when performing music (singing or playing musical instruments) requires skill, but such a skill is generally difficult to learn. Computer systems that can make it easy for non-musicians to express any emotion have been proposed[1]. These systems can be used to express five or six emotions during a musical performance, but cannot be used to control the degree of an emotion such as savage or calm anger. It is necessary for the user, not only musicians but also non-musicians, to continuously manipulate emotions with immediate results for the audience. Therefore, we propose a system for controlling degrees of emotions in MIDI files. We call our proposed system Mood Operator Realized as an Application of Affective Rendering Techniques (MOR2ART), and it is designed to control expressed emotion during a musical performance using excerpts of a standard MIDI file (SMF) format. In musical performances, an emotion is expressed by the use of several performance profiles [2]. An emotion plane, which was defined in a previous study, is used in our system to allow manipulation of a pointer for continuously changing several performance profiles, such as timbre, tempo, number of performance tracks, and loudness of a given excerpt in that plane. Therefore, users can easily control the emotional expression in an excerpt. The emotions are expressed in the music when played back to the listener. Listeners can easily identify the expressed emotion with this playback. In an experimental evaluation, we confirmed that MOR2ART enables a non-musician to express emotion through his/her performance.
表演音乐(唱歌或演奏乐器)时的情感表达需要技巧,但这种技巧通常很难学习。有人提出了一种计算机系统,可以使非音乐家轻松地表达任何情感[1]。这些系统可以用来在音乐表演中表达五到六种情绪,但不能用来控制情绪的程度,比如野蛮或平静的愤怒。无论是音乐家还是非音乐家,用户都需要不断地操纵情绪,为观众带来即时的结果。因此,我们提出了一个控制MIDI文件中情绪程度的系统。我们将我们提出的系统称为情感渲染技术(MOR2ART)应用中的情绪操作实现,它被设计用于在音乐表演中使用标准MIDI文件(SMF)格式的片段来控制表达的情绪。在音乐表演中,一种情感是通过使用几个表演概况来表达的[2]。在之前的研究中定义了一个情感平面,在我们的系统中使用它来允许操作指针,以连续改变几个性能配置文件,如音色,速度,性能轨道的数量,以及该平面中给定摘录的响度。因此,用户可以很容易地控制节选中的情感表达。当音乐回放给听众听时,情感就会在音乐中表达出来。听众可以很容易地通过这种回放来识别所表达的情感。在实验评估中,我们证实了MOR2ART可以让一个非音乐家通过他/她的表演来表达情感。
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引用次数: 1
Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model 犯罪城市和魔法森林:以用户为中心的普适游戏流模型适用性评估
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823822
Lizzy Bleumers, An Jacobs, T. V. Lier
In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF model. While the first game (i.e. The Target) involves the use of digital technology, the latter (i.e. Magic Spell) does not. In order to produce an in-depth review, we observed groups during game play and we assessed players' experiences by means of a questionnaire.
在本文中,我们反思了使用普适游戏流(PGF)模型来评估普适游戏中的玩家体验的机会和局限性。特别是,我们批判性地评估了它在非基于技术的普及游戏中的适用性。这一评估结果来自于对两种普遍存在的户外团体游戏的PGF模型的回顾。第一款游戏(游戏邦注:如《the Target》)使用了数字技术,而第二款游戏(如《Magic Spell》)则没有。为了产生更深入的评论,我们在游戏过程中观察各组,并通过问卷调查评估玩家的体验。
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引用次数: 8
Design, implementation and evaluation of audio for a location aware augmented reality game
Pub Date : 2010-09-15 DOI: 10.1145/1823818.1823835
N. Paterson, K. Naliuka, S. Jensen, Tara Carrigy, M. Haahr, Fionnuala Conway
In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of presence (the feeling of being in a particular place) these aspects of the sound design were also investigated. Evaluation of the game was undertaken over a three-day period with the participation of 19 subjects. The results gained imply that audio plays an important role in immersing a player within the game space and in emotionally engaging with the virtual world. However, challenges in regards to GPS inaccuracy and unpredictability remain, as well as device processor constraints, in order to create an accurate audio sound field and for the real-time rendering of audio files.
在本文中,开发和实现了一个丰富的声音设计,让人联想到主机游戏的位置感知游戏,维京幽灵狩猎(VGH)。在评估音频的作用时,我们特别关注音频对沉浸感和情感投入的影响。因为沉浸感也涉及到互动和临场感的创造(游戏邦注:即置身于特定地点的感觉),所以我们也研究了声音设计的这些方面。对游戏进行了为期三天的评估,有19名受试者参与。研究结果表明,音频在让玩家沉浸在游戏空间和情感上融入虚拟世界方面发挥着重要作用。然而,为了创建准确的音频声场和实时呈现音频文件,GPS的不准确性和不可预测性以及设备处理器的限制仍然存在挑战。
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引用次数: 44
期刊
Fun and Games
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