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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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LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends 哈哈,你为什么还要玩游戏?以《英雄联盟》为例验证在线游戏问卷调查的动机
Zgjim Memeti, Florian Brühlmann, S. Perrig
Motives are essential concepts in understanding a player’s experience in video games. We report and describe the analysis of a widely used questionnaire to measure players’ motives in video games, the Motives for Online Gaming Questionnaire (MOGQ). The present research aimed to investigate the psychometric quality of the MOGQ in the context of League of Legends (LoL). The MOGQ is a 27-item self-report scale designed to measure the motives for playing online games. To this end, 256 participants completed an online survey asking about their experiences and motives to play LoL. Results of confirmatory and exploratory factor analyses indicate weaknesses in the original 7-factor model. By removing five conspicuous items from the original 7-factor model, we propose an alternative 22-item version of the MOGQ. Additional confirmatory and exploratory factor analyses results indicate that the 22-item version of the MOGQ is more suitable in the context of LoL than the original 27-item questionnaire. However, further investigation into the quality of this alternative version compared to the original questionnaire is needed.
动机是理解玩家在电子游戏中的体验的基本概念。我们报告并描述了一种广泛用于测量电子游戏玩家动机的问卷调查,即在线游戏动机问卷(MOGQ)的分析。本研究旨在探讨《英雄联盟》背景下MOGQ的心理测量质量。MOGQ是一个包含27个项目的自我报告量表,旨在衡量玩网络游戏的动机。为此,256名参与者完成了一项在线调查,询问他们玩《英雄联盟》的经历和动机。验证性和探索性因素分析的结果表明,原来的7因素模型的弱点。通过从原来的7因素模型中删除5个明显的项目,我们提出了一个替代的22项MOGQ版本。另外的验证性和探索性因素分析结果表明,22项版本的MOGQ比原来的27项问卷更适合LoL情境。然而,与原始问卷相比,需要进一步调查该替代版本的质量。
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引用次数: 0
TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy TOMO VOX:探索儿童语音治疗的舒适游戏和角色驱动的故事世界
L. Chan, D. Chandross, Steven Cober, R. Lachman
This project explores the role of “coziness” with a serious-games project to aid speech-language pathologists specializing in voice therapy for children. Existing vocal therapy resources lack effective game interactivity and compelling character-driven storyworlds, both of which are known to increase motivation and engagement in learning, especially in a pediatric context. Many pediatric therapies, including voice therapy, depend upon creating psychologically safe environments for their patients to reduce stress, promote mindfulness and encourage self-regulation. Our project incorporates a feeling of safety (or coziness) into game development, along with character design, and expertise in developing children's media as a case study for a voice therapy serious game.
这个项目通过一个严肃的游戏项目来探索“舒适”的作用,以帮助专门从事儿童语音治疗的语言病理学家。现有的声音治疗资源缺乏有效的游戏互动性和引人注目的角色驱动的故事世界,这两者都可以增加学习的动机和参与,特别是在儿科环境中。许多儿科疗法,包括声音疗法,都依赖于为患者创造心理安全的环境来减轻压力,促进专注力和鼓励自我调节。我们的项目将安全感(或舒适感)融入到游戏开发中,并结合角色设计以及开发儿童媒体的专业知识作为语音治疗严肃游戏的案例研究。
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引用次数: 0
Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play Activities 小型地方游乐场的三个互动附加组件:对环境敏感的游戏活动的设计
R. V. van Delden, D. Reidsma, Joris P. Weijdom, D. Heylen
There is an observed reduction in outdoor play in many parts of the world. Although interactive playgrounds exist that are placed at larger playgrounds, such interactive setups in the close vicinity are not yet omnipresent. In this interactivity contribution we showcase three interactive add-on prototypes for the small local playground equipment, that span a spectrum of opportunities. We include a story-based themed interaction of Dragon School, for instance breathing as a dragon with an echo effect. The second interaction Nuppu is a higher intensity variation of the add-on, where playground equipment have to be ‘conquered’ by performing the appropriate action (i.e. swinging makes the swing go through a variation of colors). The third interaction Magic Climb, is a more location-specific design for climbing equipment where animal-themed stations are lit up in random order making animal sounds, after the accompanying sound is played they be activated by an action related to that animal such as floating your hand as a bee above a sensor triggering the next sound. Especially for the latter setup, it was easy to come up with different game variations by changing the rules kept by the players but using the same system interaction. However, that idea embodies through its variation a question that becomes more and more important and we want to discuss: How to design for cultivating this type of open-ended play towards others sessions and players in a digital age? As we know open-ended play is a promising endeavor where the activity of coming up with games is part of the game. At the same time we think for children new systems should be able to be used in some form within a short amount of time, and provide enough perspective on how to use them immediately.
在世界许多地方,户外活动明显减少。虽然互动式操场存在于较大的操场上,但这种近距离的互动式设置还不是无处不在。在这个互动性的贡献中,我们展示了三个用于小型当地游乐场设备的交互式附加原型,它们跨越了一系列的机会。我们在《Dragon School》中加入了基于故事的主题互动,例如像龙一样呼吸并带有回声效果。第二次互动Nuppu是一个更高强度的附加组件,其中必须通过执行适当的动作来“征服”游乐场设备(例如,摇摆使秋千通过各种颜色)。第三种互动是Magic Climb,这是一种基于特定地点的攀爬设备设计,其中以动物为主题的站点以随机顺序点亮,发出动物的声音,在伴随的声音播放后,它们会被与该动物相关的动作激活,比如你的手像蜜蜂一样漂浮在传感器上方,触发下一个声音。特别是对于后一种设置,我们很容易通过改变玩家所保留的规则而创造出不同的游戏变体,但却使用相同的系统互动。然而,这个想法通过其变体体现了一个越来越重要的问题,我们想要讨论的是:在数字时代,如何设计培养这种面向其他会话和玩家的开放式玩法?正如我们所知,开放式游戏是一种很有前途的尝试,其中想出游戏的活动是游戏的一部分。与此同时,我们认为对于儿童来说,新系统应该能够在短时间内以某种形式使用,并为如何立即使用它们提供足够的视角。
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引用次数: 2
Focus: A Detective Game about Cognitive Distortions Focus:一款关于认知扭曲的侦探游戏
Samuel Potvin, Jérémie Auclair, Julien Berthier, Cyril Beze, Alexandre Bovin, Étienne Bourdages, Benjamin Erb, Anne-Julie Gagné, Juan Guillen, Sen Lai, Dave Plante, Pu Yaxuan, Joshua Wilson, Olivier Dion, Marc-Antoine Lebel, Philippe Therrien, Ferdinand Chupin, Tómas Rodriguez Munoz, Jérôme Yven, Pierre Tousignant, F. Dupas, Felix-Antoine Lauzon, Yannick Francillette
Cognitive distortions are biased perceptions, irrational thoughts that will affect individuals to a lesser or greater extent. In its worst form, it can lead to depression. Increasing awareness can help prevent this outcome. In this paper, we present Focus, a serious game, aimed at teenagers. Focus helps the player identify cognitive distortions. The environment illustrates the various effects of the distortion to provide a visual interpretation to the player. Exploring the world of his inner thoughts, the player is investigating and documenting strange artifacts present in his world and the reasons behind them. The investigation is providing a playground to discover the effects of cognitive distortion on the player’s world perception. Focus is built around one cognitive distortion: "All or Nothing", but the concept can be applied to other distortions.
认知扭曲是有偏见的看法,非理性的想法,会或多或少地影响个人。在最糟糕的情况下,它会导致抑郁症。提高认识有助于防止这一结果。在本文中,我们介绍了Focus,一款针对青少年的严肃游戏。专注有助于玩家识别认知扭曲。环境说明了扭曲的各种效果,为玩家提供了视觉上的解释。在探索自己内心世界的过程中,玩家正在调查和记录自己世界中出现的奇怪神器及其背后的原因。这项调查为发现认知扭曲对玩家世界感知的影响提供了一个平台。焦点是建立在一种认知扭曲上的:“要么全有,要么全无”,但这个概念也适用于其他扭曲。
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引用次数: 1
Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency 理解玩家在玩带有听觉延迟的第一人称射击游戏时的表现和游戏体验
David Halbhuber, Maximilian Huber, V. Schwind, N. Henze
Visual latency is known to decrease player performance and experience starting at 25 ms. Less is known about the effects of auditory latency in video games. To investigate the effects of auditory latency, we added auditory latency to a publicly available and latency-sensitive first-person shooter game. Using the game, we conducted a study with 24 participants playing the game with four different levels of auditory latency (0 ms, 50 ms, 100 ms, 200 ms). The results of a Bayesian analysis support a model with no true effect of auditory latency on game experience and player performance in first-person shooter games. Hence, our preliminary results indicate that auditory latency may not affect gamers with the same magnitude as visual latency.
从25毫秒开始,视觉延迟就会降低玩家的表现和体验。人们对电子游戏中听觉延迟的影响知之甚少。为了研究听觉延迟的影响,我们将听觉延迟添加到一款公开且对延迟敏感的第一人称射击游戏中。我们利用这款游戏对24名参与者进行了一项研究,让他们在4种不同的听觉延迟水平(0毫秒、50毫秒、100毫秒、200毫秒)下玩这款游戏。贝叶斯分析的结果支持一个模型,即听觉延迟对第一人称射击游戏中的游戏体验和玩家表现没有真正的影响。因此,我们的初步结果表明,听觉延迟可能不会像视觉延迟那样影响玩家。
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引用次数: 2
Considerations for (Teaching) Facilitator Roles for Movement-Based Design 基于运动的设计中(教学)促进者角色的考虑
D. Reidsma, R. V. van Delden, Joris P. Weijdom, René Engelhardt Hansen, S. Lekbo, R. Andersen, Lærke Schjødt Rasmussen, Lars Elbæk
Given the emergence of many new movement-based design methods, our work explores the problem of facilitating the activities and sessions that are part of these methods. We look at literature as well as our own experiences with facilitating movement-based design sessions, draw lessons regarding the various important facets of this facilitation, and present first thoughts regarding how to make competencies in that type of facilitation transferable in teaching.
鉴于许多新的基于运动的设计方法的出现,我们的工作探讨了促进这些方法的一部分的活动和会话的问题。我们参考文献以及我们自己在促进基于动作的设计课程方面的经验,从这种促进的各个重要方面吸取教训,并提出关于如何使这种促进的能力在教学中转移的初步想法。
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引用次数: 4
HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game HIPPA:丰富传统捉人游戏玩法的智能可穿戴设备
Magnus Sten Andersen, Oliver Rask Schmahl, G. Galli, Paula Alavesa, Minna Pakanen
Nowadays children are more and more focused on playing social games with their peers through technological devices staying most of the time immobile indoors. Pervasive games and location-based mobile games, such as Pokémon Go, have a stand against this negative phenomenon as gameplay takes place outdoors with the city as the game arena. However, there are still many possibilities to encourage children to actually play together outdoors and simultaneously challenge themselves to fitness gain via physical exercise as they used to do in the traditional social outdoor games, such as tag game. In this work in progress paper, we aim on adding challenge to the gameplay as well as enriching the haptic player and social experience of the tag game by design, crafting and implementation of a two-piece social gaming wearable, HIPPA (figure 1 a-c). HIPPA is aimed to offer a more competitive and fun tag player experience.
如今,孩子们越来越多地专注于通过科技设备与同龄人一起玩社交游戏,大部分时间都呆在室内。普及游戏和基于地理位置的手机游戏(如《pokemon Go》)便反对这种消极现象,因为游戏玩法发生在户外,而城市便是游戏场所。然而,鼓励孩子们在户外一起玩耍,同时通过体育锻炼来挑战自己,就像他们过去在传统的社交户外游戏(如捉人游戏)中所做的那样,仍然有很多可能性。在这篇正在进行中的论文中,我们的目标是通过设计、制作和执行两件式社交游戏可穿戴设备HIPPA,为游戏玩法增加挑战,丰富触觉玩家和标签游戏的社交体验(图1 -c)。HIPPA旨在提供更具竞争力和乐趣的标签玩家体验。
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引用次数: 0
How to do User Experience Research in Games 如何在游戏中进行用户体验研究
L. Nacke
The role of Games User Researchers or User Experience Researchers in games is to help teams design and build a game with the best possible user experience given the resources available. Games user experience research provides a conduit between the creative imaginations of game designers and the final product on the shelf that fits the needs of everyday players, coming from a wide range of skills and knowledge and increasingly diverse populations. In this masterclass, we will discuss how people create games and how user experience research fits into this game development landscape. We will practically introduce how research methods and practices from UX research are applied in games and how we plan and run user research studies in games. We will conclude by learning how games user research studies are analyzed and how stakeholders are debriefed.
游戏用户研究人员或用户体验研究人员在游戏中的角色是帮助团队设计和构建具有最佳用户体验的游戏。游戏用户体验研究为游戏设计师的创造性想象力和符合日常玩家需求的最终产品之间提供了一条通道,这些产品来自广泛的技能和知识以及日益多样化的人群。在这个大师班中,我们将讨论人们如何创造游戏以及用户体验研究如何适应这种游戏开发环境。我们将实际介绍UX研究的研究方法和实践如何应用于游戏,以及我们如何计划和运行游戏中的用户研究。最后,我们将学习如何分析游戏用户研究以及如何向利益相关者汇报情况。
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引用次数: 0
Prototyping a Grip Pressure-Sensing Controller for Video Games 电子游戏手柄压力感应控制器原型设计
James Byrne, Penny Sweetser
There have been few changes to the current standard game controllers since the introduction of the Dual Analog Controller for the PlayStation in 1997. Refinements have been made and some unique active control schemes (e.g., Wii Remote) have been released. However, there has been minimal development of passive biometric player inputs (i.e., not directly and consciously controlled by the player). Passive biometric inputs have the potential to enhance player experience by tailoring the game based on the player’s changing physiological state. In this paper, we report on the development and testing of a new prototype pressure sensor designed to be integrated into a game controller. The prototyping and testing undertaken as part of this report has produced a system that shows promise for inferring the activity and state of the player and for implementation into future controller designs. Such a system could be used to read and adapt to the emotional state of a player for a customised play experience.
自从1997年PlayStation推出双模拟控制器以来,目前的标准游戏控制器几乎没有什么变化。我们对其进行了改进,并发布了一些独特的主动控制方案(如Wii Remote)。然而,被动生物识别玩家输入(即不是由玩家直接和有意识地控制)的开发却很少。被动生物识别输入能够根据玩家不断变化的生理状态来调整游戏,从而提升玩家体验。在本文中,我们报告了一个新的原型压力传感器的开发和测试,设计集成到一个游戏控制器。作为本报告一部分的原型和测试已经产生了一个系统,能够推断玩家的活动和状态,并在未来的控制器设计中实现。这样的系统可以用来读取和适应玩家的情绪状态,以获得定制的游戏体验。
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引用次数: 0
Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience 《Seung-ee and Kkaebi:基于共同在场的vr -手机跨平台游戏
Jinwook Kim, Pooseung Koh, Seokjun Kang, Hyun-Ju Jang, Jeongmi Lee, Juhan Nam, Y. Doh
A growing number of VR games are published in the market as head-mounted devices (HMD) become more widespread. However, most VR games are targeted for a single-player audience, and cross-platform VR experiences where multiple players are engaged have yet to be fully explored. In this paper, we propose a VR-mobile cross-platform game based on traditional Korean mythology, Seung-ee & Kkaebi. Our goal was to create an immersive and enjoyable experience for players for both mobile and VR players where they are physically co-located, increasing both co-presence and social interaction. Our game design focused on asymmetric competition and maximized the interactions between both platforms. The VR player plays the role of Jangseung (Seek), a Korean traditional totem pole, whereas the mobile user plays the role of Dokkaebi (Hide), a Korean mythological creature. Each platform has its unique skill set to interrupt each other to win the game, thus creating a highly immersive and co-present experience for both players.
随着头戴式设备(HMD)的普及,越来越多的VR游戏在市场上发布。然而,大多数VR游戏的目标用户都是单人玩家,而多人参与的跨平台VR体验尚未得到充分探索。在本文中,我们提出了一款基于韩国传统神话的vr手机跨平台游戏《承义与龟神》。我们的目标是为手机和VR玩家创造一种身临其境的愉快体验,增加他们的共同存在和社交互动。我们的游戏设计侧重于非对称竞争,并最大化两个平台之间的互动。VR玩家扮演的是韩国传统图腾柱“长生”,手机用户扮演的是韩国神话生物“躲藏”。每个平台都有其独特的技巧来打断对方以赢得游戏,从而为两个玩家创造一种高度沉浸和共同呈现的体验。
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引用次数: 0
期刊
Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
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