Gabriele Cimolino, T. Graham, Laura Levin, Michaelah Wales, Michael Wheeler
Several recent productions have explored how theatrical performances can be performed in virtual reality. Their audiences move around the show’s virtual world, interact with its set, and listen to live performers. These virtual reality performances suggest a new form of digital play that utilizes the audience’s embodiment in the world and participation in its story to immerse them in it. In this paper, we describe how audiences interacted with the virtual reality play You Should Have Stayed Home. We contribute a design space for audio-visual entertainment media, use it to contextualize virtual reality theatre, and discuss how the show’s use of virtual reality technologies shaped how audiences play it.
{"title":"You Should Have Stayed Home: How to Captivate an Audience in VR Theatre","authors":"Gabriele Cimolino, T. Graham, Laura Levin, Michaelah Wales, Michael Wheeler","doi":"10.1145/3505270.3558383","DOIUrl":"https://doi.org/10.1145/3505270.3558383","url":null,"abstract":"Several recent productions have explored how theatrical performances can be performed in virtual reality. Their audiences move around the show’s virtual world, interact with its set, and listen to live performers. These virtual reality performances suggest a new form of digital play that utilizes the audience’s embodiment in the world and participation in its story to immerse them in it. In this paper, we describe how audiences interacted with the virtual reality play You Should Have Stayed Home. We contribute a design space for audio-visual entertainment media, use it to contextualize virtual reality theatre, and discuss how the show’s use of virtual reality technologies shaped how audiences play it.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"14 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":"114083247","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}
Virtual reality (VR) has been becoming increasingly prevalent in daily lives of humans in various settings. One of the concerns for this technology in becoming mainstream is the isolation caused by today's occlusive headsets. An aspect of isolation is related to restricted nonverbal communication between headset-wearing and outside users. To address this gap, we developed “Googly Eyes”, a system that acts for the outside users as a window into the eyes of the headset-wearing user. On a smartphone display that was attached to a FOVE head-mounted display (HMD), user's eye movements were visualized in real time using eye-tracking data. Our main goal is to increase social communication between HMD and non-HMD users, hence increase social presence; and increase enjoyment through improved communication. This paper includes the motivation, design rationale, and implementation details of the Googly Eyes along with preliminary results from a pilot study session and preliminary user studies with a small cohort.
{"title":"Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal Communication","authors":"Evren Bozgeyikli, Victor Gomes","doi":"10.1145/3505270.3558348","DOIUrl":"https://doi.org/10.1145/3505270.3558348","url":null,"abstract":"Virtual reality (VR) has been becoming increasingly prevalent in daily lives of humans in various settings. One of the concerns for this technology in becoming mainstream is the isolation caused by today's occlusive headsets. An aspect of isolation is related to restricted nonverbal communication between headset-wearing and outside users. To address this gap, we developed “Googly Eyes”, a system that acts for the outside users as a window into the eyes of the headset-wearing user. On a smartphone display that was attached to a FOVE head-mounted display (HMD), user's eye movements were visualized in real time using eye-tracking data. Our main goal is to increase social communication between HMD and non-HMD users, hence increase social presence; and increase enjoyment through improved communication. This paper includes the motivation, design rationale, and implementation details of the Googly Eyes along with preliminary results from a pilot study session and preliminary user studies with a small cohort.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"66 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":"123801327","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}
Understanding player motivations is crucial for the games industry, as it empowers developers to improve how their games are designed. Each player is different and possesses their own motivations to play. Motivations can vary greatly, ranging from socializing with friends to the challenge of overcoming a difficult boss. Many studies have tried to quantify these desires into models to allow game developers to better understand what drives players to play their games. As the industry evolves, so too must these models in order to account for emerging motivations of play. This research will explore the development of a new typology, extending the outcomes of the last three decades of player motivation research.
{"title":"The Spheres of Player Motivation: Understanding Players of Digital Games","authors":"Corey Thomas Martin","doi":"10.1145/3505270.3558369","DOIUrl":"https://doi.org/10.1145/3505270.3558369","url":null,"abstract":"Understanding player motivations is crucial for the games industry, as it empowers developers to improve how their games are designed. Each player is different and possesses their own motivations to play. Motivations can vary greatly, ranging from socializing with friends to the challenge of overcoming a difficult boss. Many studies have tried to quantify these desires into models to allow game developers to better understand what drives players to play their games. As the industry evolves, so too must these models in order to account for emerging motivations of play. This research will explore the development of a new typology, extending the outcomes of the last three decades of player motivation research.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"104 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":"124772714","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}
Mariana Seiça, Licínio Roque, Pedro Martins, F. A. Cardoso
How would you play with a friend that you cannot see, you can only listen to? We present an auditory experience designed as a sound-only, touch-based journey through a playfield of sound beings. The sound beings are auditory entities living in community, evolving their sonic presence and behaviour through interactive exchanges with their surroundings. By combining multiple levels of reactivity and openness to interaction, we explore the notion of sonic dialogues established between the sound beings and each human participant who dwells in this space. The dialogic exchanges are conceived from the concept of musical phonemes, as linguistic pieces that are combined, merged, extended and synchronised with each interchange to produce an interactive, orchestral piece. With this experience, we intend to incite experimentation of a sonic playfield, as a generative sonic space to be uncovered and transformed through interaction.
{"title":"Playing With Sound Beings: A Sonic Playfield","authors":"Mariana Seiça, Licínio Roque, Pedro Martins, F. A. Cardoso","doi":"10.1145/3505270.3558384","DOIUrl":"https://doi.org/10.1145/3505270.3558384","url":null,"abstract":"How would you play with a friend that you cannot see, you can only listen to? We present an auditory experience designed as a sound-only, touch-based journey through a playfield of sound beings. The sound beings are auditory entities living in community, evolving their sonic presence and behaviour through interactive exchanges with their surroundings. By combining multiple levels of reactivity and openness to interaction, we explore the notion of sonic dialogues established between the sound beings and each human participant who dwells in this space. The dialogic exchanges are conceived from the concept of musical phonemes, as linguistic pieces that are combined, merged, extended and synchronised with each interchange to produce an interactive, orchestral piece. With this experience, we intend to incite experimentation of a sonic playfield, as a generative sonic space to be uncovered and transformed through interaction.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"16 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":"125308440","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}
Jan-Willem van Rhenen, Carolina Centeio Jorge, Tiffany Matej Hrkalovic, Bernd Dudzik
In competitive multiplayer online video games, teamwork is of utmost importance, implying high levels of interdependence between the joint outcomes of players. When engaging in such interdependent interactions, humans rely on trust to facilitate coordination of their individual behaviours. However, online games often take place between teams of strangers, with individual members having little to no information about each other than what they observe throughout the interaction itself. A better understanding of the social behaviours that are used by players to form trust could not only facilitate richer gaming experiences, but could also lead to insights about team interactions. As such, this paper presents a first step towards understanding how and which types of in-game behaviour relate to trust formation. In particular, we investigate a) which in-game behaviour were relevant for trust formation (first part of the study) and b) how they relate to the reported player’s trust in their teammates (the second part of the study). The first part consisted of interviews with League of Legends players in order to create a taxonomy of in-game behaviours relevant for trust formation. As for the second part, we ran a small-scale pilot study where participants played the game and then answered a questionnaire to measure their trust in their teammates. Our preliminary results present a taxonomy of in-game behaviours which can be used to annotate the games regarding trust behaviours. Based on the pilot study, the list of behaviours could be extended as to improve the results. These findings can be used to research the role of trust formation in teamwork.
{"title":"Effects of Social Behaviours in Online Video Games on Team Trust","authors":"Jan-Willem van Rhenen, Carolina Centeio Jorge, Tiffany Matej Hrkalovic, Bernd Dudzik","doi":"10.1145/3505270.3558316","DOIUrl":"https://doi.org/10.1145/3505270.3558316","url":null,"abstract":"In competitive multiplayer online video games, teamwork is of utmost importance, implying high levels of interdependence between the joint outcomes of players. When engaging in such interdependent interactions, humans rely on trust to facilitate coordination of their individual behaviours. However, online games often take place between teams of strangers, with individual members having little to no information about each other than what they observe throughout the interaction itself. A better understanding of the social behaviours that are used by players to form trust could not only facilitate richer gaming experiences, but could also lead to insights about team interactions. As such, this paper presents a first step towards understanding how and which types of in-game behaviour relate to trust formation. In particular, we investigate a) which in-game behaviour were relevant for trust formation (first part of the study) and b) how they relate to the reported player’s trust in their teammates (the second part of the study). The first part consisted of interviews with League of Legends players in order to create a taxonomy of in-game behaviours relevant for trust formation. As for the second part, we ran a small-scale pilot study where participants played the game and then answered a questionnaire to measure their trust in their teammates. Our preliminary results present a taxonomy of in-game behaviours which can be used to annotate the games regarding trust behaviours. Based on the pilot study, the list of behaviours could be extended as to improve the results. These findings can be used to research the role of trust formation in teamwork.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"34 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":"125664063","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 combination of narrative learning, creative engagement, and Social Emotional Learning seems to be a promising approach to explore different subjects in educational scenarios. Yet, the use of technology for viable classroom interventions still needs to be investigated. This work looks into the essential characteristics of an interactive digital learning arrangement (IDNLA) for guiding storytelling to support Social Emotional Learning in the classroom. We conducted a study with an IDNLA authoring tool, named Fantastinomio, which facilitates storytelling through the choice of pictures, and aimed at promoting awareness on emotions through guided storytelling. The study was conducted in a Portuguese elementary school with a class of fourth-graders during three classroom sessions. The Fantastinomio’s story library was entirely created by the children with their drawings, which functioned as story elements that were displayed as random image sequences, and acted as stimulus for creating a story. Here, we present and discuss children’s representations of emotions in their drawings and in the stories they they produced. The results of this study indicate that it is possible to guide storytelling for the purpose of Social Emotional Learning in a classroom context, and that the intervention was positively influenced by the fact that the children authored the Fantastinomio’s library. Thus, expressive authorship and open-ended design for authenticity acted as essential characteristics for guiding storytelling for meaningful Social Emotional Learning. In future work, we will conduct further studies with the Fantastinomio exploring narrative learning for various classroom settings and learning purposes.
{"title":"Investigating Social Emotional Learning at Primary School through Guided Interactive Storytelling","authors":"M. Schlauch, C. Sylla, M. Gil","doi":"10.1145/3505270.3558313","DOIUrl":"https://doi.org/10.1145/3505270.3558313","url":null,"abstract":"The combination of narrative learning, creative engagement, and Social Emotional Learning seems to be a promising approach to explore different subjects in educational scenarios. Yet, the use of technology for viable classroom interventions still needs to be investigated. This work looks into the essential characteristics of an interactive digital learning arrangement (IDNLA) for guiding storytelling to support Social Emotional Learning in the classroom. We conducted a study with an IDNLA authoring tool, named Fantastinomio, which facilitates storytelling through the choice of pictures, and aimed at promoting awareness on emotions through guided storytelling. The study was conducted in a Portuguese elementary school with a class of fourth-graders during three classroom sessions. The Fantastinomio’s story library was entirely created by the children with their drawings, which functioned as story elements that were displayed as random image sequences, and acted as stimulus for creating a story. Here, we present and discuss children’s representations of emotions in their drawings and in the stories they they produced. The results of this study indicate that it is possible to guide storytelling for the purpose of Social Emotional Learning in a classroom context, and that the intervention was positively influenced by the fact that the children authored the Fantastinomio’s library. Thus, expressive authorship and open-ended design for authenticity acted as essential characteristics for guiding storytelling for meaningful Social Emotional Learning. In future work, we will conduct further studies with the Fantastinomio exploring narrative learning for various classroom settings and learning purposes.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"30 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":"123479704","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}
Bodily games often use players’ physiology as input to provide output via screen-based modalities. Game design researchers could extend the use of the body as input and output (I/O) by using body-actuating technologies such as Electrical Muscle Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three "body-actuated play" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.
{"title":"Towards Understanding the Design of Body-Actuated Play","authors":"Rakesh Patibanda, Elise van den Hoven, F. Mueller","doi":"10.1145/3505270.3558367","DOIUrl":"https://doi.org/10.1145/3505270.3558367","url":null,"abstract":"Bodily games often use players’ physiology as input to provide output via screen-based modalities. Game design researchers could extend the use of the body as input and output (I/O) by using body-actuating technologies such as Electrical Muscle Stimulation (EMS). EMS works by passing a small amount of electricity via electrodes attached to the player’s body, contracting their muscles to actuate involuntary body movements. Our work explores this bodily I/O by creating three \"body-actuated play\" systems ranging from single-player to social game experiences. Ultimately, by studying the associated user experiences of these systems, we will deduce a prescriptive design framework for designing bodily games in which humans can use their bodies as input and output.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"13 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":"127826085","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}
Alexandra Kalaitzidou, Nathalie Senechal, Paschalis Dimitriou, Krishnan Chandran, M. Mcginity
This paper presents and describes the technical implementation of a full body embodied social exergame called "Exercise - Water Air Fire Earth" or "E-WAFE" in short, developed by an interdisciplinary team of three students in the scope of a practical course module. The design decisions were aimed at creating immersive, longtime engaging gamification of exercise with social interaction, utilising new technologies and motivating people to exercise for physiological health as well as connecting people by indulging in social play. The networked, full body tracked (Virtual Reality headset, two controllers and three trackers) gameplay, involving exercises such as squatting and shadowboxing, implemented with a machine learning based approach, creates an immersive experience for currently two players.
{"title":"“E-WAFE” - A Full Body Embodied Social Exergame","authors":"Alexandra Kalaitzidou, Nathalie Senechal, Paschalis Dimitriou, Krishnan Chandran, M. Mcginity","doi":"10.1145/3505270.3558375","DOIUrl":"https://doi.org/10.1145/3505270.3558375","url":null,"abstract":"This paper presents and describes the technical implementation of a full body embodied social exergame called \"Exercise - Water Air Fire Earth\" or \"E-WAFE\" in short, developed by an interdisciplinary team of three students in the scope of a practical course module. The design decisions were aimed at creating immersive, longtime engaging gamification of exercise with social interaction, utilising new technologies and motivating people to exercise for physiological health as well as connecting people by indulging in social play. The networked, full body tracked (Virtual Reality headset, two controllers and three trackers) gameplay, involving exercises such as squatting and shadowboxing, implemented with a machine learning based approach, creates an immersive experience for currently two players.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"429 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":"116001910","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 use a Pokémon allegory to illustrate that current approaches to applying Self-Determination Theory (SDT) are reinforcing bad practice. SDT is to motivation research in HCI what Pikachu is to Ash in the Pokémon animated series: important, reliable, and powerful. However, just like Pikachu has its weaknesses (i.e., ground-type Pokémon) and should not be sent into every single battle, SDT is not the right tool for every single research question. While motivation should be seen as a function of situation and person [8, 13], SDT does not account for interindividual differences in need strength. We note that important aspects of motivation as a construct (e.g., arousal, frustration, satiation) are currently neglected in HCI and advocate for more precision with the terminology (e.g., distinguishing motivation from volition, goals, abilities, and personality). Deepening our understanding of motivation can provide valuable insights to researchers in games and play. We also suggest alternative theories of motivation which can be adopted by games and play research.
{"title":"Self-Determination Theory — I Choose You!: The Limitations of Viewing Motivation in HCI Research Through the Lens of a Single Theory","authors":"Susanne Poeller, Cody J. Phillips","doi":"10.1145/3505270.3558361","DOIUrl":"https://doi.org/10.1145/3505270.3558361","url":null,"abstract":"We use a Pokémon allegory to illustrate that current approaches to applying Self-Determination Theory (SDT) are reinforcing bad practice. SDT is to motivation research in HCI what Pikachu is to Ash in the Pokémon animated series: important, reliable, and powerful. However, just like Pikachu has its weaknesses (i.e., ground-type Pokémon) and should not be sent into every single battle, SDT is not the right tool for every single research question. While motivation should be seen as a function of situation and person [8, 13], SDT does not account for interindividual differences in need strength. We note that important aspects of motivation as a construct (e.g., arousal, frustration, satiation) are currently neglected in HCI and advocate for more precision with the terminology (e.g., distinguishing motivation from volition, goals, abilities, and personality). Deepening our understanding of motivation can provide valuable insights to researchers in games and play. We also suggest alternative theories of motivation which can be adopted by games and play research.","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":"128623320","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}
Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, Magy Seif El-Nasr
Visualization tools have aided game analytics in a multitude of ways. Yet, producing customized representations that focus on specific research questions remains an open challenge for the field, as ideal sweet spots between noisy and under-representative data are almost impossible to achieve with current automated or AI-driven approaches. Following a human-in-the-loop setup, we introduce the interactive visualization tool INSPECT that applies multiple configurable noise reduction, segmentation, and contrast functions in order to highlight systematic differences or points of interest within player behavior. With respect to self-directed learning among players in complex video games and the identification of erroneous decision making in educational games, we set up two case studies with domain experts using INSPECT that ascertained and interpreted crucial player decisions that led to optimal or inexpedient behavior.
{"title":"Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies","authors":"Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, Magy Seif El-Nasr","doi":"10.1145/3505270.3558340","DOIUrl":"https://doi.org/10.1145/3505270.3558340","url":null,"abstract":"Visualization tools have aided game analytics in a multitude of ways. Yet, producing customized representations that focus on specific research questions remains an open challenge for the field, as ideal sweet spots between noisy and under-representative data are almost impossible to achieve with current automated or AI-driven approaches. Following a human-in-the-loop setup, we introduce the interactive visualization tool INSPECT that applies multiple configurable noise reduction, segmentation, and contrast functions in order to highlight systematic differences or points of interest within player behavior. With respect to self-directed learning among players in complex video games and the identification of erroneous decision making in educational games, we set up two case studies with domain experts using INSPECT that ascertained and interpreted crucial player decisions that led to optimal or inexpedient behavior.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"85 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":"130121039","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}