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.
{"title":"LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends","authors":"Zgjim Memeti, Florian Brühlmann, S. Perrig","doi":"10.1145/3505270.3558350","DOIUrl":"https://doi.org/10.1145/3505270.3558350","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"296 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124241733","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}
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.
{"title":"TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy","authors":"L. Chan, D. Chandross, Steven Cober, R. Lachman","doi":"10.1145/3505270.3558352","DOIUrl":"https://doi.org/10.1145/3505270.3558352","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114168695","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}
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.
{"title":"Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play Activities","authors":"R. V. van Delden, D. Reidsma, Joris P. Weijdom, D. Heylen","doi":"10.1145/3505270.3558387","DOIUrl":"https://doi.org/10.1145/3505270.3558387","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127232308","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}
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.
{"title":"Focus: A Detective Game about Cognitive Distortions","authors":"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","doi":"10.1145/3505270.3558379","DOIUrl":"https://doi.org/10.1145/3505270.3558379","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116940022","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}
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.
{"title":"Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency","authors":"David Halbhuber, Maximilian Huber, V. Schwind, N. Henze","doi":"10.1145/3505270.3558333","DOIUrl":"https://doi.org/10.1145/3505270.3558333","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124905950","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}
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.
{"title":"Considerations for (Teaching) Facilitator Roles for Movement-Based Design","authors":"D. Reidsma, R. V. van Delden, Joris P. Weijdom, René Engelhardt Hansen, S. Lekbo, R. Andersen, Lærke Schjødt Rasmussen, Lars Elbæk","doi":"10.1145/3505270.3558315","DOIUrl":"https://doi.org/10.1145/3505270.3558315","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129650329","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}
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.
{"title":"HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game","authors":"Magnus Sten Andersen, Oliver Rask Schmahl, G. Galli, Paula Alavesa, Minna Pakanen","doi":"10.1145/3505270.3558321","DOIUrl":"https://doi.org/10.1145/3505270.3558321","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128843015","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}
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.
{"title":"How to do User Experience Research in Games","authors":"L. Nacke","doi":"10.1145/3505270.3558354","DOIUrl":"https://doi.org/10.1145/3505270.3558354","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125800484","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}
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.
{"title":"Prototyping a Grip Pressure-Sensing Controller for Video Games","authors":"James Byrne, Penny Sweetser","doi":"10.1145/3505270.3558349","DOIUrl":"https://doi.org/10.1145/3505270.3558349","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"265 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133751185","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}
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.
{"title":"Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience","authors":"Jinwook Kim, Pooseung Koh, Seokjun Kang, Hyun-Ju Jang, Jeongmi Lee, Juhan Nam, Y. Doh","doi":"10.1145/3505270.3558380","DOIUrl":"https://doi.org/10.1145/3505270.3558380","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134286249","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}