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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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Shopping in a Pandemic: A Persuasive Game for COVID-19 在流行病中购物:COVID-19的有说服力的游戏
Yuchen Zhao, Terra Mae Gasque, R. Winstead, Kevin Tang, Drew J Busch, Marian Dominguez-Mirazo, J. Murray
Dino-Store is a persuasive game that was designed to use gamification way to communicate with people and raise awareness on COVID-19. The game’s setting is grocery shopping and the mechanic indicates that how different protection strategies, such as wearing mask, keeping social distance can affect people’s infection chances in the COVID-19 pandemic. This paper will break down how the game designed by merging concepts from persuasive game models and uncomfortable interaction theory to create an engaging, but stressful experience for the user.
《恐龙商店》是利用游戏化的方式与人们进行沟通,提高人们对COVID-19的认识的说服性游戏。游戏的背景是购物,游戏机制表明,在新冠疫情中,戴口罩、保持社交距离等不同的保护策略会影响人们的感染几率。本文将分解游戏的设计方法,将说服型游戏模型和不舒服互动理论的概念结合起来,为用户创造一种引人入胜但又充满压力的体验。
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引用次数: 0
Observing Multiplayer Boardgame Play at a Distance 远距离观察多人桌面游戏
Melissa J. Rogerson, Joshua Newn, Ronal Singh, Emma Baillie, Michael Papasimeon, L. Benke, Tim Miller
More than 18 months after it was first identified, the COVID-19 pandemic continues to restrict researchers’ opportunities to conduct research in face-to-face settings. This affects studies requiring participants to be co-located, such as those that examine the play of multiplayer boardgames. We present two methods for observing the play of boardgames at a distance, supported by two case studies. We report on the value and use of both methods, and reflect on five core concepts that we observed during the studies: data collection and analysis, recruitment and participation, the temporality of play, the sociality of play and material engagement, and the researcher’s role in the study. This work highlights the different considerations that online studies generate when compared to in-person play and other study methods. Future work will present an in-depth discussion of the findings of these studies and present recommendations for the adoption of these distinct methods.
在首次发现COVID-19大流行18个多月后,研究人员在面对面环境中进行研究的机会继续受到限制。这影响了需要参与者同处一地的研究,比如那些研究多人桌面游戏的研究。通过两个案例研究,我们提出了两种远距离观察桌面游戏玩法的方法。我们报告了这两种方法的价值和使用,并反思了我们在研究过程中观察到的五个核心概念:数据收集和分析、招募和参与、游戏的暂时性、游戏和物质投入的社会性以及研究者在研究中的角色。这项工作强调了在线学习与面对面游戏和其他学习方法相比所产生的不同考虑。未来的工作将对这些研究的结果进行深入讨论,并提出采用这些不同方法的建议。
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引用次数: 1
Investigating Player Experience in Virtual Reality Games via Remote Experimentation 通过远程实验研究虚拟现实游戏中的玩家体验
Ivan Ip, P. Sweetser
This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.
本研究通过两个阶段的研究来探讨虚拟现实(VR)游戏的玩家体验。在这两个阶段,我们都使用了玩家体验清单(PXI),这是一种用于评估玩家体验的有效工具。在第一阶段,通过100名参与者的在线调查来调查玩家对VR游戏的体验。我们发现视听吸引力、沉浸感和易于控制对VR游戏的玩家体验贡献最大。我们发现玩家体验与年龄、游戏时间、VR体验或VR头盔之间没有关系。第二阶段采用远程实验,对10名参与者进行VR和非VR游戏的比较。我们发现玩家体验的差异可以用PXI的沉浸感、进度反馈和好奇心结构来解释。
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引用次数: 0
Developing Design Guidelines for Virtual Reality based Decision-Making Training for Team Sports 开发基于虚拟现实的团队运动决策训练设计指南
F. Farizi, Thuong N. Hoang, S. Bangay, S. Greuter
In team sports, decision-making is defined as the tactical choices that players make based on their understanding of the current situation. Previous studies have developed virtual reality prototypes to train decision-making. However, the training of decision-making skills for professional Australian Football League (AFL) players is still unexplored. We are collaborating with AFL specialists to validate components of decision-making training prototype that would benefit their athletes. The study proposes design guidelines for a virtual reality experience for decision-making training for AFL players based on the result of the decision-making training experiment using the prototype developed. This paper presents the work in progress, covering preliminary results from a prototyping workshop investigating the design and future deployment of a virtual reality prototype. Among the current findings, we identify the importance of spatial awareness and propose methods to elevate the spatial awareness of AFL players inside the virtual reality space.
在团队运动中,决策被定义为球员基于对当前形势的理解而做出的战术选择。之前的研究已经开发了虚拟现实原型来训练决策。然而,澳式足球联盟(AFL)职业球员的决策技能训练仍未得到探索。我们正在与AFL专家合作,验证决策训练原型的组成部分,这将使他们的运动员受益。本研究基于所开发的原型进行决策训练实验的结果,提出了AFL球员决策训练虚拟现实体验的设计指南。本文介绍了正在进行的工作,涵盖了研究虚拟现实原型设计和未来部署的原型研讨会的初步结果。在目前的研究结果中,我们确定了空间意识的重要性,并提出了提高AFL球员在虚拟现实空间中的空间意识的方法。
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引用次数: 0
Identifying Optimization Potential in the Field of Learning and Game Design by Using the Example of a Pre-Alpha Prototype of “Arctic Economy” 以“北极经济”的Pre-Alpha原型为例分析学习和游戏设计领域的优化潜力
R. Wittrin, Volker Tolkmitt, Ephraim Linke, C. I. Steiner, Maximilian Eibl, M. Ritter
In recent years, and especially in times of distance learning, Serious Games have become a viable alternative to conventional teaching methods. The positive effect of Serious Games on learning motivation and learning success has already been confirmed in many studies. At the same time, educational institutions and companies are becoming more open to the use of digital Serious Games. However, the development of these games is a great challenge, because aspects of Game Design as well as aspects of Learning Design have to be included in the development. Therefore, it is important to identify deficits or optimization potentials regarding both aspects in the early stages of development already. This study uses an example to show possibilities for identifying optimization needs in early development stages and proposes improvement measures in the field of Game and Learning Design using a prototype as an example. The prototype was tested by five lecturers of the same subject domain and assessed in terms of content and didactic suitability for teaching. In addition, an AttrakDiff evaluation was performed. The results are indicative of early stakeholder involvement contributing to an effective identification process of optimization needs even in early development stages of Serious Games.
严肃游戏对学习动机和学习成功的积极影响已经在许多研究中得到证实。与此同时,教育机构和公司对数字严肃游戏的使用也越来越开放。然而,这些游戏的开发是一个巨大的挑战,因为游戏设计和学习设计的各个方面都必须包含在开发中。因此,在开发的早期阶段就确定这两个方面的缺陷或优化潜力是很重要的。本研究使用一个例子来展示在早期开发阶段识别优化需求的可能性,并以原型为例提出游戏和学习设计领域的改进措施。原型由同一学科领域的五位讲师进行测试,并根据教学内容和教学适应性进行评估。此外,还进行了AttrakDiff评估。结果表明,即使在Serious Games的早期开发阶段,早期利益相关者的参与也有助于有效识别优化需求的过程。
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引用次数: 0
Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports 让我们一起玩——专业人士对数字游戏和电子竞技的障碍和潜力的看法
Barbara Göbl, Suzana Jovicic, Natalie Denk, Simone Kriglstein
Digital games are playing an increasingly important role in today’s youth culture. Related phenomena, such as Let’s Plays and e-sports are consumed by numerous adolescents but are also becoming increasingly prominent as career choices. This paper presents the results of a group interview with experts in the field of digital gaming and embeds the findings in a project that aims to elaborate pedagogical potentials of these practices in a school context. Our participants provide insights into their careers and, based on their experiences, discuss possible barriers to Let’s Plays and streaming in the pedagogical field, but also elaborate on competencies that can be strengthened through the creative, self-determined creation of gameplay-based media.
数字游戏在当今的青年文化中扮演着越来越重要的角色。很多青少年都在玩Let’s Plays和电子竞技等相关游戏,但作为职业选择,它们也变得越来越突出。本文介绍了与数字游戏领域专家的小组访谈结果,并将调查结果嵌入到一个项目中,该项目旨在详细阐述这些实践在学校环境中的教学潜力。我们的参与者提供了他们的职业见解,并根据他们的经验,讨论了Let 's Plays和流媒体在教学领域可能存在的障碍,但也详细说明了可以通过创造性,自主创造基于游戏玩法的媒体来加强的能力。
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引用次数: 2
Screening Bot: a Playground for Critical Algorithmic Literacy Engagement with Youth 筛选机器人:与青少年进行关键算法扫盲的游乐场
Ezequiel Aleman, L. Nadolny, Alejandro Ferreira, Bruno Gabetti, Guillermo Ortíz, Martín Zanoniani
Our growing reliance on technologies are bringing to the forefront ethical and cultural biases built into digital spaces. In this work-in-progress we examine the relationship between algorithms and culture and present a novel gaming experience for youth to engage in algorithmic literacy practices. While there are many opportunities for learners to engage in computer science education, we found that educators often feel underprepared to engage in teaching algorithmic literacy practices. Additionally, we identify there is a need for more educational content that introduces ethical dilemmas related to the use of algorithms to collect, track and sort data to make decisions about who gets access to certain opportunities. Screening Bot is a narrative-driven sandbox game in which learners play the role of a policing bot in charge of monitoring access to a space habitat which provides better living conditions for populations across the galaxy. While learners create algorithms to determine who enters the new habitat, they will find out that even the best algorithms can be subject to bias. This game will invite learners and educators to examine current bias in algorithmic models and help them become more reflective about the tensions related to algorithms in their lives.
我们对科技日益增长的依赖,正将嵌入数字空间的伦理和文化偏见推向前台。在这项正在进行的工作中,我们研究了算法与文化之间的关系,并为年轻人提供了一种新颖的游戏体验,以参与算法素养实践。虽然学习者有很多机会参与计算机科学教育,但我们发现,教育工作者常常觉得自己在教授算法素养实践方面准备不足。此外,我们认为需要更多的教育内容,介绍与使用算法收集、跟踪和分类数据有关的道德困境,以决定谁可以获得某些机会。《筛选机器人》是一款叙事驱动的沙盒游戏,在游戏中,学习者扮演一个负责监控进入太空栖息地的警察机器人,该栖息地为整个银河系的人口提供了更好的生活条件。当学习者创建算法来确定谁进入新的栖息地时,他们会发现即使是最好的算法也会受到偏见的影响。这个游戏将邀请学习者和教育工作者检查算法模型中的当前偏见,并帮助他们更多地反思与算法相关的紧张关系。
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引用次数: 2
Percussion Hero: A Chest Physical Therapy Game for People with Cystic Fibrosis and their Caregivers 打击英雄:一个胸部物理治疗游戏的人与囊性纤维化和他们的照顾者
Book Sadprasid, Ethan Eddy, Aaron Tabor, E. Scheme, Scott Bateman
Chest physical therapy—including chest percussion, vibration, and postural drainage—is an important part of cystic fibrosis (CF) treatment. Chest percussion and vibration are exercises that require coordinated effort between patient and caregiver, during which the caregiver performs manual, rhythmic blows to the patient's chest and back. When practiced regularly alongside postural drainage techniques, percussion therapy mobilizes and removes fluid buildup in the lungs, reducing inflammation and risks of infection that could lead to hospitalization. Despite the importance of chest physical therapy for those with CF, adherence is often low. Low adherence to at-home therapies is common to the treatment of many diseases, yet one distinct challenge of chest physical therapy is the caregiver intervention—a role often assumed by a family member or loved one. The caregiver role is challenging for chest therapy because it is active, focused, and strenuous. While research has proposed many solutions for increasing patient engagement during similar airway clearance exercises, the critical role of the caregiver has often been overlooked. In this paper, we present Percussion Hero, a cooperative, rhythm-based game designed to improve chest physical therapy adherence by actively targeting both patients and caregivers during therapeutic exercises.
胸部物理治疗——包括胸部敲击、振动和体位引流——是囊性纤维化(CF)治疗的重要组成部分。胸部敲击和振动是需要患者和护理人员之间协调努力的练习,在此期间,护理人员对患者的胸部和背部进行有节奏的手动打击。当与体位引流技术一起定期练习时,打击疗法可以动员和清除肺部积液,减少炎症和可能导致住院的感染风险。尽管对CF患者进行胸部物理治疗很重要,但依从性通常很低。在许多疾病的治疗中,对家庭疗法的依从性较低是很常见的,然而胸部物理治疗的一个明显挑战是护理人员的干预——这个角色通常由家庭成员或爱人承担。护理人员的角色是具有挑战性的胸部治疗,因为它是积极的,专注的,和艰苦的。虽然研究提出了许多解决方案,以增加患者参与类似的气道清理练习,关键作用的护理人员往往被忽视。在本文中,我们介绍了打击英雄,一个合作,节奏为基础的游戏,旨在提高胸部物理治疗依从性,积极针对患者和护理人员在治疗练习。
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引用次数: 3
Menti´s Journey
C. Feichtinger, Elias Duda, Florian Buger, Jakob Johann Franz Indra, Anna Maschek, Florian Neugebauer
Menti’s Journey is a singleplayer browser game for elementary school children aged 6-10. As the main character Menti, the player gradually tries to regain their lost emotions and reveals the power associated with them. Accompanied by Super-Menti, the journey leads across several islands where one of the emotions is out of control. Through a camera-controlled emotion recognition software, the children can test their newly discovered emotion powers in mini-games and through interactions with objects in the world to finally regain all lost emotions.
Menti’s Journey是一款针对6-10岁小学生的单人网页游戏。作为主角Menti,玩家逐渐尝试着找回自己失去的情感,并揭示与之相关的力量。在超级意念的陪伴下,旅程穿越了几个岛屿,其中一个情绪失控了。通过摄像头控制的情感识别软件,孩子们可以在小游戏中测试他们新发现的情感能力,并通过与世界上的物体互动,最终恢复所有失去的情感。
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引用次数: 1
I will stand by you: Measuring the perceived Social Presence towards Semi-Autonomous Companions in a 2D game 我将支持你:衡量2D游戏中半自主同伴的感知社交存在感
Patrick Brandstätter, Sarah Hagmann, Daniela Krückl, M. Maurer, M. Lankes
This paper investigates the players’ perceived social presence and willingness to support pet-like companions within a computer game. In detail, we raised the question of whether subjects will experience a higher degree of social presence towards a companion when this companion acts more autonomously than a companion that does not show any autonomous behavior? We created an experimental setting with two conditions realized via a puzzle game prototype to investigate this question. Ten subjects took part in a study (within-subject design). Results show that, in general, companions with a higher degree of autonomy lead to a higher degree of social presence. However, this applies only to basic forms of social presence. Some players noted that the social bond did not go beyond the game. With our discoveries, we want to provide researchers insights into pet companions’ design in games and help game designers create social bonds between the players and their companions.
本文研究了玩家在电脑游戏中的社交存在感和支持宠物同伴的意愿。具体来说,我们提出了一个问题,当同伴的行为更自主时,受试者是否会比没有表现出任何自主行为的同伴体验到更高程度的社会存在?我们通过益智游戏原型创造了一个带有两种条件的实验环境来研究这个问题。10名受试者参加了一项研究(主题内设计)。结果表明,一般来说,具有更高程度自主权的同伴会导致更高程度的社会存在。然而,这只适用于社会存在的基本形式。一些玩家注意到,社交纽带并没有超越游戏。通过我们的发现,我们希望为研究人员提供有关游戏中宠物同伴设计的见解,并帮助游戏设计师在玩家和他们的同伴之间建立社交联系。
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引用次数: 0
期刊
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
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