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Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play最新文献

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Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us 走向游戏中介社会体验的设计理论——以《我们当中》为例
Derek Haqq, Morva Saaty, Jonathan Thomas Rukaj, Saylee Marulkar, Justin Israel, Emily Newton, Rudra Patel, Stephen Tan, D. McCrickard
The COVID-19 pandemic has greatly affected face-to-face social interaction with and among relational partners - relatives, friends, and others. Prior to the pandemic, many people relied on face-to-face social play experiences to help them maintain relationships and satisfy relatedness needs. However, growing coronavirus-related concerns have made such activities unwelcome or inaccessible, leading many to turn to technology-mediated experiences, as a safer alternative means of supporting recreational play with non-proximal relational partners. But how does one design technology-mediated recreational play experiences to satisfy a diverse range of user needs, interests, and preferences? To explore this area of interest we study the social experience afforded by the multiplayer game, Among Us. We conduct a diary study with students enrolled in an undergraduate HCI course and report on the findings of a post-study reflective activity. Our findings highlight that casual interdependent games that explicitly and implicitly foster social interaction among players, do provide opportunities for satisfying remote play social experiences when augmented by rich communication technologies.
COVID-19大流行极大地影响了与亲戚、朋友和其他人等关系伙伴之间的面对面社交互动。在大流行之前,许多人依靠面对面的社交游戏体验来帮助他们维持关系并满足相关性需求。然而,与冠状病毒相关的担忧日益加剧,使得此类活动不受欢迎或无法进入,导致许多人转向以技术为媒介的体验,作为支持与非近端关系伙伴进行娱乐活动的更安全的替代手段。但是,如何设计以技术为媒介的娱乐游戏体验来满足用户的各种需求、兴趣和偏好呢?为了探索这一领域,我们研究了多人游戏《Among Us》所提供的社交体验。我们对参加本科HCI课程的学生进行了一项日记研究,并报告了学习后反思活动的结果。我们的研究结果强调,休闲相互依赖的游戏明确或隐含地促进了玩家之间的社交互动,在丰富的通信技术的支持下,确实提供了满足远程游戏社交体验的机会。
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引用次数: 5
AXO: A Video Game That Encourages Recycling to Preteens AXO:一个鼓励回收的电子游戏
Yohanna Ishoj-Paris, Ariane Gravel-Villeneuve, Francis Vermette-David, Lissa Dixon-Sequeira, Maxime Dicaire, Maxime Morin-Grandmont, Naomi Jomphe, Nathaelle Fournier, Ophelie Champeau-Fournier, Cassandra Paré, Leo A. Savoie, Emma Tremblay, Benny Le, Dany El-Riachi, Nicolás Medina, Alexandra Negru, Nathan Viens, Anton Zhelyeznyy, Yannick Francillette, F. Dupas, Pierre Tousignant, Guillaume Côté
Properly recycling our waste is a world-wide problem that needs to be solved to reduce our impact on the environment. The solution is in learning to properly sort our waste. The less cross-contamination there is between materials that cannot be dealt with together, the better they can be processed. In order to spread this knowledge to schools, we propose a serious game in which the teaching is a subtle and important mechanic present within an entertaining frame. Our game AXO teaches preteens how to recycle by sorting and identifying common household waste to save a chain of islands. AXO is made to be able to be adapted to recycling regulations around the globe, while presenting a visually pleasing and interesting world and offering a better alternative recycling game to teachers.
妥善回收废物是一个需要解决的世界性问题,以减少我们对环境的影响。解决办法是学会正确分类我们的废物。不能一起处理的材料之间的交叉污染越少,它们的处理效果就越好。为了将这些知识传播到学校,我们提出了一个严肃的游戏,在这个游戏中,教学是一个微妙而重要的机制,呈现在一个有趣的框架中。我们的游戏AXO教学龄前儿童如何通过分类和识别常见的家庭垃圾来回收利用,以拯救一系列岛屿。AXO能够适应全球各地的回收法规,同时呈现一个视觉上令人愉悦和有趣的世界,并为教师提供更好的替代回收游戏。
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引用次数: 2
PathOS+: A New Realm in Expert Evaluation PathOS+:专家评价的新领域
Atiya Nova, S. Sansalone, Pejman Mirza-Babaei
Expert evaluation is commonly employed in usability research as it is fast and cost-effective. However, as it heavily relies on evaluators’ expertise, it is associated with problems of subjective interpretation. This is particularly noticeable in the games user research (GUR) field as games often aim to reach broad audiences and complex experiences in comparison to other applications. One way to improve the problems associated with subjective interpretation is to augment the evaluation with data collected from players. However collecting data from players can be time-consuming, expensive, and challenging to construct representative player samples. Building on our previous research on automated agent-based playtesting, in this work-in-progress paper we detail our new project in supplementing expert evaluation with simulated player data generated by a configurable population of artificial intelligence (AI) players.
专家评估通常用于可用性研究,因为它是快速和经济有效的。然而,由于它严重依赖于评估者的专业知识,它与主观解释的问题有关。这一点在游戏用户研究(GUR)领域尤为明显,因为与其他应用相比,游戏的目标往往是获得更广泛的用户和更复杂的体验。改善主观解释相关问题的一种方法是使用从玩家那里收集的数据来增强评估。然而,从玩家那里收集数据既耗时又昂贵,而且很难构建具有代表性的玩家样本。基于我们之前关于基于自动代理的游戏测试的研究,在这篇正在进行的论文中,我们详细介绍了我们的新项目,即使用由可配置的人工智能(AI)玩家群体生成的模拟玩家数据来补充专家评估。
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引用次数: 1
Placemaking for Urban Sustainability: Designing a Gamified App for Long-term, Pro-environmental Participation 城市可持续发展的场所营造:设计一个游戏化的应用程序,为长期的,亲环境的参与
Irina Paraschivoiu, Thomas Layer-Wagner
Engaging with urban sustainability requires not only changes in individual behavior, but also a collaborative process of decision making together with local constituents. In this paper, we argue for integrating principles of behavior change and gamification with urban participation strategies, to achieve long-term engagement of citizens. We present Smart Citizen, an app we designed by following a gradual process of engaging citizens through setting defaults, triggers and incentives, encouraging reflexivity, active participation and co-production. We evaluated Smart Citizen with 31 users who tested it for two weeks and found a positive attitude towards being more active and acting sustainably locally. Especially users who would be interested in the topic of sustainability but need more tools to establish behaviors had a positive attitude towards using Smart Citizen long-term.
参与城市可持续发展不仅需要个人行为的改变,还需要与当地选民共同决策的合作过程。在本文中,我们主张将行为改变和游戏化原则与城市参与战略相结合,以实现公民的长期参与。我们展示了智能公民,这是一个我们设计的应用程序,通过设置默认值,触发和激励,鼓励反思,积极参与和共同生产,遵循一个渐进的过程来吸引公民。我们对31名用户进行了为期两周的测试,发现他们对更积极、更可持续地在当地行动持积极态度。特别是对可持续发展主题感兴趣但需要更多工具来建立行为的用户对长期使用智能公民持积极态度。
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引用次数: 5
A Multidisciplinary Approach To Designing Immersive Gameplay Elements for Learning Standard-Based Educational Content 基于标准教育内容设计沉浸式游戏元素的多学科方法
Vinson Luo, Lawrence J. Klinkert, Paul Foster, Ching-Yu Tseng, Elizabeth Adams, L. Ketterlin-Geller, Eric C. Larson, Corey Clark
Immersive, educational games may increase engagement and offer new affordances in assessment. Many aspects of instruction may be amenable to gameplay—but the degree of success often depends on student (and instructor) engagement. Commercial games tend to have vibrant engagement from school-aged children, but when transformed for instructional purposes, often break critical immersive gameplay elements or the established protocols of instruction. Moreover, educational game design is limited by the relevance these games have toward existing content standards and the degree to which core gameplay remains intact when educational elements are added. To this end, we present a methodology, called DeCoAD—Decomposition, Connection, and Activity Design, for learning scientists and game developers to design and evaluate immersive game mechanics for specific content standards. The three phases of the methodology guide collaborators in (1) decomposing a learning standard and an existing commercial video game into their basic elements, and (2) identifying the game’s potential capabilities to facilitate learning opportunities related to the learning standard. Furthermore, we provide examples from our ongoing experience in creating educational game mechanics for Minecraft, with evaluation from an advisory panel of critical stakeholders.
身临其境的教育类游戏可以提高参与度,并为评估提供新的支持。教学的许多方面可能与游戏玩法相适应,但成功的程度往往取决于学生(和教师)的参与度。商业游戏往往会吸引学龄儿童,但如果将其转变为教学目的,往往会打破关键的沉浸式玩法元素或既定的教学协议。此外,教育类游戏的设计也受到这些游戏与现有内容标准的相关性以及添加教育元素后核心游戏玩法保持完整程度的限制。为此,我们提出了一种名为解码分解、连接和活动设计的方法,供学习科学家和游戏开发者根据特定内容标准设计和评估沉浸式游戏机制。该方法的三个阶段指导合作者(1)将学习标准和现有商业电子游戏分解为其基本元素,(2)确定游戏的潜在能力,以促进与学习标准相关的学习机会。此外,我们提供了我们在为《我的世界》创造教育游戏机制的持续经验的例子,并由关键利益相关者的咨询小组进行了评估。
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引用次数: 1
How can we help? Towards a design framework for performance-accommodation mechanisms for users struggling with input 我们能帮什么忙?朝着一个设计框架的性能调节机制,为用户挣扎于输入
I. Rossau, Rasmus Bugge Skammelsen, Jedrzej Czapla, B. I. Hougaard, H. Knoche, M. Jochumsen
Maintaining balance between challenge and skills in games is critical for enjoyment, and can be applied to accommodate player performance as well as system performance for low accuracy input devices. Previous work has explored different performance-accommodation mechanisms (PAMs) for balancing, but studies have focused mainly on variables not directly related to how the PAMs lower challenge level. This paper identifies different levels of PAMs, then offers a first attempt at a coherent framework of action-level PAMs based on how they modify the mapping from player input to output.
在游戏中保持挑战和技能之间的平衡对于乐趣来说是至关重要的,并且可以用于适应玩家的表现以及低精度输入设备的系统性能。以往的工作已经探索了不同的绩效调节机制(PAMs)的平衡,但研究主要集中在与PAMs如何降低挑战水平没有直接关系的变量上。本文确定了不同级别的PAMs,然后根据它们如何修改玩家输入到输出的映射,首次尝试构建行动级别PAMs的连贯框架。
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引用次数: 2
Noneliness: A Gamified Mobile App to Reduce Loneliness Among University Students 孤独:一个游戏化的手机应用程序,以减少大学生的孤独感
R. A. Bordini, Oliver Korn
Loneliness, an emotional distress caused by the lack of meaningful social connections, has been increasingly affecting university students who need to deal with everyday situations in a new setting, especially those who have come from abroad. Currently there is little work on digital solutions to reduce loneliness. Therefore, this work describes the general design considerations for mobile apps in this context and outlines a potential solution. The mobile app Noneliness is used to this end: it aims to reduce loneliness by creating social opportunities through a quest-based gamified system in a secure and collaborative network of local users. The results of initial evaluations with the target audience are described. The results informed a user interface redesign as well as a review of the features and the gamification principles adopted.
孤独感是由于缺乏有意义的社会关系而引起的一种情绪困扰,它已经越来越多地影响到那些需要在新环境中处理日常情况的大学生,尤其是那些来自国外的大学生。目前,关于减少孤独感的数字解决方案的研究很少。因此,这项工作描述了在这种情况下移动应用程序的一般设计考虑因素,并概述了一个潜在的解决方案。手机应用程序non孤寂就是为了达到这个目的:它旨在通过一个基于任务的游戏化系统,在一个安全和协作的本地用户网络中创造社交机会,从而减少孤独感。对目标受众的初步评价结果进行了描述。结果是用户界面的重新设计,以及功能和采用的游戏化原则的审查。
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引用次数: 1
Square peg, round hole: A case study on using Visual Question & Answering in Games 方钉圆孔:在游戏中使用视觉问答的案例研究
Paulo Bala, Valentina Nisi, Mara Dionísio, N. Nunes, Stuart James
The discussion about what can Artificial Intelligence (AI) contribute to games has been running for a long time, however, recent advances in AI show promise of providing new kind of experiences for players and new tools for game developers. In contrast with the traditional Finite State Machine for interaction and response, we consider the scenario of Visual Question & Answering (VQA) - the automatic answering of a textual question about an image. VQA is a tool that can enrich possible answers by combining both visual and textual information. It is also trivial to extrapolate to a game setting without going away from the training domain. In this Work In Progress, we present two original prototypes designed to explore the potential of VQA in games and discuss preliminary findings originated through a Wizard of Oz (WOz) pilot study using VQA to investigate how people interact with such an AI algorithm.
关于人工智能(AI)对游戏的贡献的讨论已经持续了很长一段时间,然而,AI的最新进展表明,它有望为玩家提供新的体验,为游戏开发者提供新的工具。与传统的有限状态机进行交互和响应相比,我们考虑了视觉问答(VQA)的场景-关于图像的文本问题的自动回答。VQA是一种工具,可以通过结合视觉和文本信息来丰富可能的答案。在不离开训练领域的情况下推断游戏设置也是微不足道的。在本文中,我们展示了两个最初的原型,旨在探索VQA在游戏中的潜力,并讨论了通过《绿野仙踪》(Wizard of Oz)的试点研究产生的初步发现,该研究使用VQA来调查人们如何与这种AI算法进行交互。
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引用次数: 0
Towards Predicting Hexad User Types from Mobile Banking Data: An Expert Consensus Study 从移动银行数据预测十六进制用户类型:专家共识研究
Robbe Kimpen, Robin De Croon, V. Abeele, K. Verbert
The Hexad user types model is often used in the gamification community to tailor gamified systems. However, most often, it requires users to fill out a questionnaire, preventing an automated adaptation of the interactive system. For this reason, we explored the potential of using mobile banking data to automate the profiling of Hexad user types. In our study, we conducted an expert consensus study to research whether a group of experts (N=11) in the field of gamification and banking perceive there is a relation between the Hexad user types and banking data. The results show that experts find this relation present, indicating that automating the calculation of Hexad user types from banking data could be feasible.
Hexad用户类型模型通常用于游戏化社区,以定制游戏化系统。然而,大多数情况下,它要求用户填写问卷,从而阻止了交互式系统的自动适应。出于这个原因,我们探索了使用移动银行数据自动分析Hexad用户类型的潜力。在我们的研究中,我们进行了一项专家共识研究,以研究游戏化和银行领域的一组专家(N=11)是否认为Hexad用户类型与银行数据之间存在关系。结果表明,专家们发现这种关系存在,表明从银行数据中自动计算Hexad用户类型是可行的。
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引用次数: 4
The role of fun in learning 乐趣在学习中的作用
Gabriella Tisza
Fun is often considered as an essential element of learning, especially among researchers in gamification and child-computer interaction. Accordingly, enjoyment of a (non-formal) learning activity or game is frequently an important design and evaluation criteria. However, while it is often declared that learning games and playful learning activities are fun for children, empirical evidence is hard to come by as measuring fun is not straightforward. Hence, to start my PhD research, I have defined fun and designed and validated a measurement tool (FunQ) for the quantitative assessment of fun. Thereafter, by using FunQ I have investigated the effect of fun on learning. My research results indicate that fun has a positive and significant effect on learning and it also has a significant indirect positive effect on learning across influencing students' attitude about the topic. In my next study, I am planning to do an intervention to see how teachers can support the experienced fun while learning, and by this, enhance students’ learning experience and their level of learning. My aim is to turn research into practice by providing teachers with guidelines for a more fun and more effective learning.
乐趣通常被认为是学习的基本要素,尤其是在研究游戏化和儿童电脑互动的研究人员中。因此,(非正式的)学习活动或游戏的乐趣通常是一个重要的设计和评估标准。然而,尽管人们经常宣称学习游戏和有趣的学习活动对儿童来说很有趣,但由于衡量乐趣并不简单,因此很难获得经验证据。因此,为了开始我的博士研究,我定义了乐趣,设计并验证了一个测量工具(FunQ),用于定量评估乐趣。此后,通过使用FunQ,我研究了乐趣对学习的影响。我的研究结果表明,乐趣对学习有积极显著的影响,并且通过影响学生对话题的态度对学习也有显著的间接积极影响。在我的下一个研究中,我计划做一个干预,看看老师如何在学习中支持体验乐趣,从而提高学生的学习体验和学习水平。
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引用次数: 3
期刊
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
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