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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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Development of a Gamified Cooperative Teamwork Environment Using an Event-Based Approach 使用基于事件的方法开发游戏化合作团队环境
Yvonne A. Farah, M. Dorneich
This work aims to develop a cooperative gamified testbed for teamwork assessment using an event-based approach. It proposes a systematic approach to develop event-based gamified teaming testbeds where cooperative game features trigger observable teaming behaviors Cooperative game features have been used in previous work to understand social play and develop serious games where cooperation, interdependence, and asymmetry are applied. Players in cooperative games engage in teamwork processes such as communication, coordination, planning, and performance monitoring. The event-based approach to training is a methodology used to develop teamwork simulations using scripted trigger events that explicitly connect with the targeted teamwork competencies. A process was developed to identify cooperative features that serve as behavioral triggers and to establish a connection between teamwork competencies, gamified features, and targeted behavioral responses. Furthermore, the paper presents a game prototype design developed using the event-based approach and the identified cooperative game features. This approach provides a systematic way to develop and assess team research testbeds. With these testbeds, objective teamwork assessment will be possible through tracking the exercised behaviors. This paper aims to present this process as a framework for serious cooperative games development and to establish cooperative games as testbeds for objective teamwork assessment.
这项工作的目的是开发一个合作游戏化测试平台,使用基于事件的方法进行团队合作评估。它提出了一种系统的方法来开发基于事件的游戏化团队测试平台,其中合作游戏功能触发可观察的团队行为。合作游戏功能已在之前的工作中用于理解社交游戏和开发应用合作、相互依赖和不对称的严肃游戏。在合作游戏中,玩家参与团队合作过程,如沟通、协调、计划和绩效监控。基于事件的培训方法是一种用于开发团队模拟的方法,使用脚本化的触发事件与目标团队能力显式连接。我们开发了一个流程来识别作为行为触发器的合作特征,并在团队合作能力、游戏化特征和目标行为反应之间建立联系。在此基础上,利用基于事件的方法和确定的合作博弈特征开发了一个游戏原型设计。这种方法提供了一种系统的方法来开发和评估团队研究测试平台。有了这些测试平台,通过跟踪被锻炼的行为,客观的团队评估将成为可能。本文旨在将这一过程作为严肃合作游戏开发的框架,并将合作游戏作为客观团队合作评估的测试平台。
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引用次数: 0
Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community 对抗多人游戏中的毒性和骚扰的挑战:涉及HCI游戏研究社区
Julian Frommel, R. Mandryk, Madison Klarkowski
Toxicity is and remains a problem in multiplayer games, and can result in harm for players and game environments. Grounded in prior work, we present four challenges that impede solving the problem of toxicity and harassment. We believe that we need to overcome these challenges to ensure safe gaming spaces, and intend to stimulate discussion about how HCI Games research can make substantial contributions toward this goal.
毒性是多人游戏中的一个问题,可能会对玩家和游戏环境造成伤害。基于先前的工作,我们提出了阻碍解决毒性和骚扰问题的四个挑战。我们相信我们需要克服这些挑战以确保安全的游戏空间,并打算激发关于HCI游戏研究如何为这一目标做出实质性贡献的讨论。
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引用次数: 3
Effective Industry Research Partnership 有效的行业研究伙伴关系
Jess Tompkins, Pejman Mirza-Babaei
Securing research funding through government-based agencies is getting more and more competitive. One viable alternative is to raise funding through industry collaborations. Beyond funding, there are also other benefits in establishing industry research partnership such as access to player data, or industry experts. However establishing and managing industry collaborations could be a complex process. In this masterclass, we share our collective experiences and lesson learnt from working at the intersection of academic and industry research with the goal to help our colleagues in establishing effective industry research partnership.
通过政府机构获得研究经费的竞争越来越激烈。一个可行的替代方案是通过行业合作筹集资金。除了资金,建立行业研究合作伙伴关系还有其他好处,比如可以获得玩家数据或行业专家。然而,建立和管理行业协作可能是一个复杂的过程。在这个大师班中,我们将分享我们在学术研究和产业研究的交叉领域的经验和教训,目的是帮助我们的同事建立有效的产业研究伙伴关系。
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引用次数: 0
Towards a Definition of Sportification with Generative Power Beyond Sports “体育化”的定义与超越体育的生成力
R. V. van Delden, Rik de Sain, D. Postma, D. Reidsma
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引用次数: 0
The Longest Walk: A Retrospective of Biographical Game Design 《最长的行走:传记式游戏设计回顾
Alexander James Tarvet
This paper discusses the design of an original biographical game that is of deep, personal relevance to the designer. The Longest Walk was designed and developed using documentary process and interrogated through Narrative Portraits to authentically convey my father's experience of living with depression and suicidal intent in an interactive experience with documentary quality. The game takes place on a walk over the Tay Road Bridge (Dundee, UK) – an infamous local landmark for those seeking to take their own life – and makes use of interview audio and point cloud data to strive for indexicality and as a method of expressive framing. This paper reflects on the interweaving of documentary practice with game design practice and serves as a demonstration of how a documentary-like quality can be achieved in games based on lived experiences.
本文讨论的是一款原创传记游戏的设计,它与设计师有着深刻的个人关联。《最长的路》的设计和开发采用了纪录片的方法,并通过叙事肖像的方式进行了审问,以一种具有纪录片质量的互动体验,真实地传达了我父亲与抑郁症和自杀意图一起生活的经历。游戏发生在Tay Road Bridge (Dundee, UK)上,这是一个臭名昭著的当地地标,对于那些寻求自杀的人来说,这是一个臭名昭著的地标。游戏利用采访音频和点云数据来争取索引性,并作为一种表达框架的方法。这篇论文反映了纪录片实践与游戏设计实践的交织,并展示了如何在基于生活经验的游戏中实现纪录片般的质量。
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引用次数: 0
Wizard Gauntlets Adventure: Appraising the Cognitive Load in Gesture-based Environment 巫师挑战冒险:评估基于手势的环境中的认知负荷
Tom Vanbrabant, Thomas Gielis, Douwe Ravers, S. Roovers, Carl Walleghem, Sébastien Jacquemart
Wizard Gauntlets Adventure is a fantasy RPG game with unique glove shaped controllers. Our adventure begins when a small town is terrorised by an evil dragon. The player discovers magical wizard gauntlets that grant them special powers. These give the player the option to join either the light or dark side based on ethical decisions they make in the game. On their adventure, they face multiple enemies they must defeat in order to progress. The player must use fast and precise gestures to strike these foes. Two core mechanics of many videogames, especially ones that use tangible interaction, are immersion and cognitive load. This is because when playing videogames, the player wants to escape reality for a bit without being too overburdened that it takes them out of this world. With our game, we investigate the consequences different hand gestures have on these two mechanics. It is our goal to see whether these specific gestures add to the immersion and if some of these would not be too complex for the user’s cognitive capacity.
Wizard Gauntlets Adventure是一款奇幻RPG游戏,拥有独特的手套形控制器。我们的冒险开始时,一个小镇被一个邪恶的龙恐吓。玩家发现了赋予他们特殊力量的魔法手套。根据玩家在游戏中做出的道德决定,他们可以选择加入光明或黑暗阵营。在他们的冒险中,他们必须打败多个敌人才能前进。玩家必须使用快速而精确的手势来打击这些敌人。许多电子游戏的两个核心机制,特别是那些使用有形互动的游戏,就是沉浸感和认知负荷。这是因为当玩电子游戏时,玩家想要逃离现实,而不是因为负担过重而离开现实世界。在我们的游戏中,我们研究了不同手势对这两种机制的影响。我们的目标是看看这些特定的手势是否会增加沉浸感,以及其中一些手势是否对用户的认知能力来说不会太复杂。
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引用次数: 0
LingoTowns: A Virtual World For Natural Language Annotation and Language Learning LingoTowns:一个自然语言标注和语言学习的虚拟世界
Chris Madge, Jussi Brightmore, Doruk Kicikoglu, Fatima Althani, R. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio
In this paper we introduce LingoTowns, a new gwap platform targeting language learners. LingoTowns provides a unified experience integrating games for multiple aspects of lexical and grammatical experience in a single virtual world, whilst simultaneously collecting judgements. Both LingoTowns and its constituent games are designed to provide more engagement to the players/ learners than normal gwaps. The platform also incorporates knowledge tracing methods ensuring that the players’ progress in terms of understanding of grammatical concepts is tracked both at the individual game level and overall.
本文介绍了一个面向语言学习者的新型gwap平台LingoTowns。LingoTowns提供了一个统一的体验,将多个方面的词汇和语法体验整合在一个虚拟世界中,同时收集判断。比起普通的gwaps, LingoTowns及其组成部分的游戏都旨在为玩家/学习者提供更多的粘性。该平台还结合了知识跟踪方法,确保玩家在理解语法概念方面的进展在个人游戏层面和整体上都得到跟踪。
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引用次数: 2
Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games 劝说游戏中行为改变策略的领域依赖关系的初步研究
Chinenye Ndulue, Marsha Melis, Rita Orji
Although persuasive strategies have been shown to be effective at promoting behaviour change across various domains of health and wellness, the domain dependency of the effectiveness of these strategies, when applied to persuasive games targeting different domains remains vague. In this preliminary study, we investigate the domain dependency of eight persuasive strategies implemented in two persuasive games. In a between-study of 31 participants, we investigated the perceived effectiveness of two similar persuasive games, implementing the same set of strategies but focusing on two different domains: healthy eating and smoking cessation, with only changes in their context to suit each domain. Our results revealed that although there was no overall significant difference in the overall effectiveness of the two interventions, seven of the persuasive strategies implemented were significantly effective for healthy eating while only two of them were significantly effective for smoking cessation. We also present discussions from participants' comments of how to improve these features for future game design.
尽管说服性策略已被证明在促进健康和健康的各个领域的行为改变方面是有效的,但当应用于针对不同领域的说服性游戏时,这些策略有效性的领域依赖性仍然很模糊。在本初步研究中,我们研究了在两个说服博弈中实施的八种说服策略的领域依赖关系。在一项有31名参与者的中间研究中,我们调查了两种类似的说服游戏的感知有效性,实施相同的策略,但关注两个不同的领域:健康饮食和戒烟,只改变了它们的背景以适应每个领域。我们的研究结果显示,尽管两种干预措施的总体有效性没有显著差异,但实施的劝导策略中有7种对健康饮食显著有效,而只有2种对戒烟显著有效。我们也将呈现参与者关于如何为未来的游戏设计改进这些功能的评论。
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引用次数: 0
Maybe We Don’t Need a New Gamification Framework After All 也许我们根本不需要新的游戏化框架
Kristina Kölln
Gamification is widely known and implemented for various purposes. But it is also criticized for recurring lack of quality. Many researchers developed gamification frameworks and tools to ensure a purposeful gamification, but these theoretical frameworks are used by less than half of gamification research. There are numerous gamification frameworks and it is difficult to find a specific one. Our research aims to tackle this problem by providing a fast and easy process, that allows finding a gamification framework for a specific use case. We want to achieve this, by identifying selection and quality criteria and developing a method to match these criteria to a gamification framework. Succeeding this we will develop a tool, that allows the user to identify the most suited gamification frameworks for any combination of the selection criteria.
游戏化广为人知,并被用于各种目的。但它也因反复缺乏质量而受到批评。许多研究人员开发了游戏化框架和工具来确保有目的的游戏化,但这些理论框架被不到一半的游戏化研究使用。游戏化框架有很多,很难找到一个具体的框架。我们的研究旨在通过提供一个快速简单的过程来解决这个问题,这个过程允许为特定的用例找到一个游戏化框架。我们希望通过确定选择和质量标准,并开发一种将这些标准与游戏化框架相匹配的方法来实现这一目标。在此之后,我们将开发一个工具,允许用户为任何选择标准组合确定最适合的游戏化框架。
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引用次数: 2
“Come on, Guys, Let's Stick Together!”: Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game “来吧,伙计们,让我们团结起来!”:第一人称射击电子游戏中玩家的组织动态
A. Boldi
The goal of this research is to study the organizational dynamics that are enacted by amateur players, streamers, and professionals in a multiplayer First-Person Shooter video game, namely Call of Duty: Warzone. These categories of players represent different “work-play” conditions, as they have different motives for playing. I assume that these players may enact different organizational behaviors to reach their objectives. To explore this hypothesis, I have been conducting a digital ethnography within an Italian gaming community since 2021, employing observations, semi-structured interviews and analysis of the communication exchanges occurring during the gaming sessions. In the literature, a cross-comparison between these players is currently missing. This work may then clarify how different “combinations of work and play” may affect players’ behaviors and organizational dynamics, as well as how they may be differently impacted by the design of the game.
本研究的目的是研究业余玩家、主播和专业玩家在多人第一人称射击电子游戏《使命召唤:战区》中的组织动态。这些类型的玩家代表不同的“工作-游戏”条件,因为他们有不同的游戏动机。我假设这些参与者可能会制定不同的组织行为来达到他们的目标。为了探索这一假设,自2021年以来,我一直在意大利游戏社区中进行数字人种学研究,采用观察、半结构化访谈和分析游戏期间发生的沟通交流。在文献中,这些玩家之间的交叉比较目前还缺失。这一工作将阐明不同的“工作与娱乐的组合”如何影响玩家的行为和组织动态,以及他们如何受到游戏设计的不同影响。
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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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