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Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play最新文献

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Work in Games: Exploring Player Experiences caused by In-game Activities 游戏中的工作:探索由游戏内活动引起的玩家体验
S. Agrawal
When people play a game, they ‘work’ through the conflicts generated by it. This ‘Work’ includes in-game activities which are performed in accordance with the rules of a game. Such a notion of Work is sparsely studied and has been explored partially using terms like action, interaction, decision-making, effort, labor and so on. In this PhD, we aim to broaden our understanding of the concept of Work and how it affects player experiences like fun, flow, engagement, and immersion. We seek to explore Work through empirical studies. Since, analyzing in-game player experiences is a challenging task, one of our goals is to evaluate several methods like experience sampling, protocol analysis, interview etc. Our goal is to contribute towards the theory of Work, which might also find applications in other fields like gamification, purposeful games, and organizational psychology.
当人们玩游戏时,他们会“处理”由游戏产生的冲突。这项“工作”包括按照游戏规则执行的游戏内活动。这种工作的概念很少被研究,并且已经使用诸如行动,互动,决策,努力,劳动等术语进行了部分探索。在这个博士学位中,我们的目标是扩大我们对工作概念的理解,以及它如何影响玩家体验,如乐趣、流、参与度和沉浸感。我们试图通过实证研究来探索工作。由于分析游戏内玩家体验是一项具有挑战性的任务,我们的目标之一就是评估体验抽样、协议分析、访谈等方法。我们的目标是为工作理论做出贡献,这也可能在其他领域找到应用,如游戏化,有目的的游戏和组织心理学。
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引用次数: 0
In Visible Climate Change: Exploring Immersive Data Visualisation to Promote Climate Change Awareness in a VR Game 在可见的气候变化:探索沉浸式数据可视化,以促进VR游戏中的气候变化意识
So-youn Jang, Jisook Park, Hwajung Hong
Time is key to understanding climate change. In this paper, we explore ways of putting time in perspective to promote climate change awareness by leveraging temporal-spatial dimensions in VR. On this basis, we designed, tested, and developed a Virtual Reality(VR) game, Oblivion, to demonstrate its potential to visualise what is invisible, enabling users to see and feel the time on the climate clock. Building on existing work on VR data visualisation and serious game regarding climate change, this study investigates how to translate real-world data into an immersive experience of climate change. With our ongoing work, we aim to investigate the impact of immersive visualisation of climate data on the user’s perception and understanding of climate change. The findings can contribute to discussing affordances and strategies for utilising VR as a persuasive medium to enhance climate change awareness.
时间是理解气候变化的关键。在本文中,我们探索了如何利用VR中的时空维度来正确看待时间,从而提高人们对气候变化的认识。在此基础上,我们设计、测试并开发了一款虚拟现实(VR)游戏《湮灭》(Oblivion),以展示其将无形事物可视化的潜力,让用户能够看到并感受到气候时钟上的时间。基于关于气候变化的VR数据可视化和严肃游戏的现有工作,本研究探讨了如何将现实世界的数据转化为气候变化的沉浸式体验。随着我们正在进行的工作,我们的目标是调查沉浸式气候数据可视化对用户感知和理解气候变化的影响。这些发现有助于讨论利用虚拟现实作为一种有说服力的媒介来提高气候变化意识的启示和策略。
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引用次数: 2
Dive In! Computer World Action: A Platform Game for Secondary School Students to Learn Boolean Operations in Computer Science 潜水!计算机世界行动:中学生学习计算机科学布尔运算的平台游戏
Honglin Li, Chen Li
The power of video games in education is becoming more prominent because children and young adolescents nowadays spend more time than ever in the digital world. Previous studies have investigated the effectiveness of using games for learning concepts in computer science and even computer programming at the secondary level. However, games for learning concepts related to mathematics in computer science have not been thoroughly investigated. In this paper, we introduce Dive In! Computer World Action, a platform game that allows players to learn Boolean operations in the context of computer science through fast-paced gameplay. The importance and usage of Boolean operations are also conveyed via in-game storytelling. The results of the playtesting suggested that Dive In! Computer World Action was effective in learning Boolean operations and related concepts. The participants generally welcomed the game-based approach. The nature of platform games also allows us further expand the gameplay for learning other mathematical operations and concepts in the context of computer science in the future.
电子游戏在教育中的作用正变得越来越突出,因为现在的儿童和青少年比以往任何时候都花更多的时间在数字世界中。以前的研究已经调查了使用游戏学习计算机科学概念的有效性,甚至是在中学阶段的计算机编程。然而,计算机科学中与数学相关的学习概念的游戏还没有被深入研究。在本文中,我们介绍Dive In!《Computer World Action》是一款平台游戏,玩家可以通过快节奏的游戏玩法学习计算机科学背景下的布尔运算。布尔运算的重要性和使用也通过游戏故事传达出来。测试结果表明,《Dive In!》计算机世界行动是有效的学习布尔运算和相关概念。与会者普遍欢迎基于游戏的方式。平台游戏的性质也允许我们在未来的计算机科学背景下进一步扩展学习其他数学运算和概念的游戏玩法。
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引用次数: 0
Housie: A Multiplayer Game for Cybersecurity Training and Evaluation house:网络安全培训和评估的多人游戏
G. Jayakrishnan, Vijayanand Banahatti, S. Lodha, G. Sirigireddy, Shree Nivas
The pandemic has forced the enterprise sector to work from home, resulting in social isolation and lack of social interactions among colleagues. Meanwhile, the situation also led to an increase in cybersecurity risks. We launched a multiplayer cybersecurity awareness game to bring our organization's employees together and simultaneously equip them with cybersecurity knowledge. Bingo, one of the most played multiplayer games, was modified within the context of cybersecurity to provide a learning and entertaining experience to the players. This paper showcases an online, multiplayer, serious game ‘Housie’, launched for the enterprise sector, that integrates fun, immersion, and learning into one package. We discuss our initial study with over 56,000 participants, which provided insights into the cybersecurity awareness of our organization's employees. Our study found that the multiplayer format was widely accepted and provided insights on certain cybersecurity topics that need in-depth training.
大流行迫使企业部门在家工作,导致社会隔离,同事之间缺乏社交互动。同时,这种情况也导致了网络安全风险的增加。我们推出了一个多人网络安全意识游戏,将我们组织的员工聚集在一起,同时为他们提供网络安全知识。Bingo是最受欢迎的多人游戏之一,它在网络安全的背景下进行了修改,为玩家提供了学习和娱乐体验。本文展示了一款针对企业部门推出的在线、多人、严肃游戏“house”,它将乐趣、沉浸感和学习融为一体。我们与超过56,000名参与者讨论了我们的初步研究,这为我们组织员工的网络安全意识提供了见解。我们的研究发现,多人模式被广泛接受,并提供了对某些需要深入培训的网络安全主题的见解。
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引用次数: 4
Designing Mobile-based Jigsaw Puzzles for Collocated Groups 设计基于移动设备的组合拼图游戏
M. Vayanou, Angeliki Chrysanthi, A. Katifori, Yannis E. Ioannidis
In this work we present our initial ideation and design approach for cooperative digital jigsaw puzzles with the objective to promote social interaction between collocated players. Two puzzle games, “Puzzle Shuffler” and “Puzzle-in-Puzzle”, are presented as examples of a game design that foresees the use of mobile devices as objects of collaborative physical manipulation, as well as their combined use with physical game cards that create complementary joint attention areas. We suggest that the use of multiple handheld devices has great potential in collocated leisure settings and their combined use merits further exploration.
在这项工作中,我们提出了合作性数字拼图游戏的初步构想和设计方法,目的是促进搭配玩家之间的社交互动。《puzzle Shuffler》和《puzzle -in- puzzle》这两款益智游戏便是游戏设计的例子,它们将移动设备作为协作物理操作的对象,并将其与物理游戏卡片结合使用,从而创造出互补的共同关注区域。我们认为,多种手持设备的使用在搭配休闲环境中具有巨大的潜力,它们的组合使用值得进一步探索。
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引用次数: 0
Eggventures: Strengthening Connectedness through Coop-Play Eggventures:通过合作模式加强联系
Thomas R. Pedersen, Iveta Ivanova, M. Hjørringgaard, Julie Fredsgård, Freya K. B. Cornelius, O. Pust, Henning Pohl
Cooperative play has been shown to increase connectedness and enjoyment. We developed Eggventures, a platforming game for two players, to investigate how movement mechanics influence connectedness. In one version of the game, the two players are tied together with a rubber band and have to make use of it to catapult each other through the levels. In a between-subjects study, we compare this to a version with only jumping. We find that both versions offer an enjoyable experience, but that the rubber band version increased player communication. A likely contributor to this is the increased level of challenge and frustration that forced players to engage more with each other to succeed.
合作游戏已被证明可以增加联系和乐趣。我们开发了一款双人平台游戏《Eggventures》,目的是研究移动机制如何影响连通性。在游戏的一个版本中,两名玩家被一根橡皮筋绑在一起,必须利用橡皮筋把对方弹射出去通过关卡。在受试者之间的研究中,我们将此与仅跳跃的版本进行比较。我们发现这两个版本都提供了令人愉快的体验,但橡皮筋版本增加了玩家之间的交流。造成这种情况的一个可能原因是,游戏中不断增加的挑战和挫败感迫使玩家更多地与他人互动以获得成功。
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引用次数: 1
Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based Games 逃离仓鼠轮:探索运动乐趣在动作游戏中的作用
Karel Blontrock, Lukas Brijs, Lars Van Dijk, Jonas Gys, Jitske Van Peer, Vincent Renders, Kymeng Tang, K. Gerling, L. Geurts, Jeroen Wauters
Movement-based games often leverage digital games as an opportunity to mask physical activity, neglecting the perspective that movement can be inherently enjoyable. In the work presented here, we examine joy of movement through Puzzle Ball Hamster, a game in which players need to move and bounce on a large sensor-equipped gymnastic ball to make game input. We invite the attendees of CHI PLAY to engage with our game, explore their own experience of joy of movement, and to safely lead a little hamster to escape.
基于动作的游戏经常利用数字游戏作为掩盖身体活动的机会,忽视了运动本身的乐趣。在本文中,我们通过《Puzzle Ball Hamster》(游戏邦注:在这款游戏中,玩家需要移动并弹跳一个装有传感器的大型体操球来进行游戏输入)来检验运动的乐趣。我们邀请CHI PLAY的参与者参与我们的游戏,探索自己的运动快乐体验,并安全地带领小仓鼠逃跑。
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引用次数: 0
Understanding the Social Dividends and Risks for Female Gamers in Online Spaces 分析女性玩家在网络游戏中的社交收益和风险
Evelyn O'Keeffe, Emmet Riordan, Fiona M Loudoun, Bryan Boyle
This paper presents a work in progress that focuses on exploring the social experiences of female gamers in online spaces. This qualitative study aimed to gather and analyse social experiences for female gamers from their own perspectives. Using purposeful sampling methods six female gamers were recruited and interviewed by the researchers. This data is currently undergoing thematic analysis, however, some emergent themes highlight participant's perspectives as to the toxicity and risk they face in choosing to play online alongside the positive experiences including the opportunities to recognise their shared experiences, support each other and thus co-create online spaces that support positive socialisation.
本文介绍了一项正在进行的工作,重点是探索女性玩家在网络空间中的社交体验。这一定性研究旨在从女性玩家的角度收集和分析她们的社交体验。采用有目的的抽样方法,研究人员招募并采访了6名女性游戏玩家。这些数据目前正在进行主题分析,然而,一些突发主题突出了参与者的观点,即他们在选择在线游戏时所面临的毒性和风险,以及积极的体验,包括认识到他们共享的经历,相互支持,从而共同创造支持积极社交的在线空间。
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引用次数: 0
Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play 基于游戏动态和游戏动机的游戏体验自动评估
Thomas Constant, G. Levieux
This paper describes an automated evaluation of the overall game experience using a synthetic agent, that we contextualize for First-Person Shooter games. This evaluation method is based on the characterization of the game experience through dynamics of major FPS games. We define dynamics as sequences of events that are meaningful for the player during the game session. As they trigger players’ emotional responses, and influence their overall enjoyment and motivation, we classify them according to Motives for Play like curiosity, thrill-seeking, problem-solving, victory, and acquisition, in order to facilitate the evaluation process. Based on that, our evaluation method proposes to select synthetic agent routines that target a distinct game experience while playing a game session, using a selection of game dynamics. As the agent navigates through the level and interacts with opponents, dynamics may occur and, if so, are automatically identified, and then classified as Motives for Play. In the end, this classification can be used to evaluate the game experience and the quality of the level itself during playtesting sessions. It may also be utilized to assist the procedural generation of any level that target a specific game experience.
本文描述了使用合成代理对整体游戏体验的自动评估,我们将其作为第一人称射击游戏的背景。这种评价方法是基于主要FPS游戏的动态特征来描述游戏体验。我们将动态定义为在游戏过程中对玩家有意义的事件序列。因为它们会触发玩家的情绪反应,并影响他们的整体乐趣和动机,所以我们根据游戏动机(游戏邦注:如好奇心、寻求刺激、解决问题、胜利和获取)对它们进行分类,以促进评估过程。在此基础上,我们的评估方法提出选择综合代理例程,使用游戏动态选择,在玩游戏会话时针对不同的游戏体验。当代理在关卡中导航并与对手互动时,可能会出现动态,如果是这样,就会被自动识别,然后归类为游戏动机。最后,这种分类可以用于在测试过程中评估游戏体验和关卡质量。它也可以用于辅助任何针对特定游戏体验的关卡的程序生成。
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引用次数: 0
Socially Distanced Games: Exploring the Future Opportunities of Remote Play 社交远程游戏:探索远程游戏的未来机遇
A. Ramirez Gomez, Katarzyna Stawarz
Playing games with friends and family provided a way to stay connected and deal with isolation during the COVID-19 pandemic. However, restrictions introduced to co-located events affected how both regular and casual players scheduled, organised, participated and engaged with various games. Through an online survey, we aimed to gain preliminary insights into how the swift switch from physical to remote play – forced by the circumstances – impacted the gameplay experiences and how different players potentially changed their playing habits. Our preliminary results suggest that computer-mediated communication systems successfully allowed the translation of co-located game sessions, but also highlight the emergence of different points of player friction during remote game experiences, e.g., the tediousness of scheduling and setup, miscommunication or playmates’ wellbeing. We discuss future research and design opportunities that explore the potential to augment social game experiences at a distance and debate the future of remote or hybrid play.
在COVID-19大流行期间,与朋友和家人玩游戏提供了一种保持联系和应对隔离的方式。然而,对同一地点活动的限制影响了普通玩家和休闲玩家如何安排、组织、参与和参与各种游戏。通过一项在线调查,我们的目的是获得初步的见解,从实体到远程游戏的快速转变是如何影响游戏体验的,以及不同的玩家是如何改变他们的游戏习惯的。我们的初步结果表明,以计算机为媒介的交流系统成功地实现了同地游戏会话的翻译,但也突出了在远程游戏体验中出现的不同玩家摩擦点,例如,安排和设置的乏味,沟通不畅或玩伴的健康。我们讨论了未来的研究和设计机会,以探索增强远程社交游戏体验的潜力,并讨论了远程或混合玩法的未来。
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引用次数: 2
期刊
Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
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