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}
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.
{"title":"Effective Industry Research Partnership","authors":"Jess Tompkins, Pejman Mirza-Babaei","doi":"10.1145/3505270.3558353","DOIUrl":"https://doi.org/10.1145/3505270.3558353","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"129 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":"124237458","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}
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.
{"title":"The Longest Walk: A Retrospective of Biographical Game Design","authors":"Alexander James Tarvet","doi":"10.1145/3505270.3558386","DOIUrl":"https://doi.org/10.1145/3505270.3558386","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"517 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":"124598495","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}
Children with dyslexia face extra challenges in reading and writing words. They need more learning exercises than children with typical development to acquire vocabulary, which is often repetitive and daunting. Research has shown that combining visuospatial information in practices helped children with dyslexia memorize words, especially the real-world physical context. Nevertheless, the existing word recognition and spelling training games for children with dyslexia were not able to leverage children’s immediate vicinity. Therefore, we designed an augmented reality mobile game, CollectiAR, that uses computer vision to identify objects in the player’s immediate vicinity and direct the player to learn words for these objects. Our formative study with two elementary school teachers and a first-grade pupil found that CollectiAR has the potential to be an integral part of teachers’ instructional design and an engaging way for pupils to practice vocabulary exercises. Our teacher participants suggested that CollectiAR provide interfaces for teachers to participate in the game content design and computer vision model correction.
{"title":"CollectiAR: Computer Vision-Based Word Hunt for Children with Dyslexia","authors":"Danlu Fei, Ze-Feng Gao, Linping Yuan, Z. Wen","doi":"10.1145/3505270.3558318","DOIUrl":"https://doi.org/10.1145/3505270.3558318","url":null,"abstract":"Children with dyslexia face extra challenges in reading and writing words. They need more learning exercises than children with typical development to acquire vocabulary, which is often repetitive and daunting. Research has shown that combining visuospatial information in practices helped children with dyslexia memorize words, especially the real-world physical context. Nevertheless, the existing word recognition and spelling training games for children with dyslexia were not able to leverage children’s immediate vicinity. Therefore, we designed an augmented reality mobile game, CollectiAR, that uses computer vision to identify objects in the player’s immediate vicinity and direct the player to learn words for these objects. Our formative study with two elementary school teachers and a first-grade pupil found that CollectiAR has the potential to be an integral part of teachers’ instructional design and an engaging way for pupils to practice vocabulary exercises. Our teacher participants suggested that CollectiAR provide interfaces for teachers to participate in the game content design and computer vision model correction.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"1 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":"130394206","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, Rik de Sain, D. Postma, D. Reidsma
{"title":"Towards a Definition of Sportification with Generative Power Beyond Sports","authors":"R. V. van Delden, Rik de Sain, D. Postma, D. Reidsma","doi":"10.1145/3505270.3558358","DOIUrl":"https://doi.org/10.1145/3505270.3558358","url":null,"abstract":"","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"3 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":"115847770","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}
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.
{"title":"LingoTowns: A Virtual World For Natural Language Annotation and Language Learning","authors":"Chris Madge, Jussi Brightmore, Doruk Kicikoglu, Fatima Althani, R. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio","doi":"10.1145/3505270.3558323","DOIUrl":"https://doi.org/10.1145/3505270.3558323","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"36 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":"122640015","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}
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.
{"title":"Wizard Gauntlets Adventure: Appraising the Cognitive Load in Gesture-based Environment","authors":"Tom Vanbrabant, Thomas Gielis, Douwe Ravers, S. Roovers, Carl Walleghem, Sébastien Jacquemart","doi":"10.1145/3505270.3558385","DOIUrl":"https://doi.org/10.1145/3505270.3558385","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"878 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":"123421090","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}
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.
{"title":"Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games","authors":"Chinenye Ndulue, Marsha Melis, Rita Orji","doi":"10.1145/3505270.3558336","DOIUrl":"https://doi.org/10.1145/3505270.3558336","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"61 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":"128518745","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 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.
{"title":"“Come on, Guys, Let's Stick Together!”: Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game","authors":"A. Boldi","doi":"10.1145/3505270.3558366","DOIUrl":"https://doi.org/10.1145/3505270.3558366","url":null,"abstract":"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.","PeriodicalId":375705,"journal":{"name":"Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play","volume":"83 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":"127742437","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}