Xiao Fang, N. Semertzidis, Michaela Scary, Xinyi Wang, Josh Andrés, F. Mueller, Fabio Zambetta
Brain-to-Brain interfaces (BBIs) are systems that facilitate direct information transmission between two brains via a combination of neuroimaging and neuromodulation technologies. These systems can stimulate one user’s brain based on the neural signals of another. While Brain-Computer Interfacing is often discussed in the Human-Computer Interaction (HCI) game and play community, BBI is underexplored. In this paper, we investigate the social play potentials of BBI systems by proposing three types of ”telepathic play experiences” based on a wearable BBI system called ”PsiNet” which we designed, engineered, and evaluated in a previous study. This system measures the neural activity of players via electroencephalogram (EEG) as the input to the system and stimulates associated brain activity in other users using transcranial electrical stimulation (tES) as the system output. We hope this work will inspire game design researchers to create novel play experiences using neurotechnology such as BBI systems.
{"title":"Telepathic Play: Towards Playful Experiences Based on Brain-to-brain Interfacing","authors":"Xiao Fang, N. Semertzidis, Michaela Scary, Xinyi Wang, Josh Andrés, F. Mueller, Fabio Zambetta","doi":"10.1145/3450337.3483468","DOIUrl":"https://doi.org/10.1145/3450337.3483468","url":null,"abstract":"Brain-to-Brain interfaces (BBIs) are systems that facilitate direct information transmission between two brains via a combination of neuroimaging and neuromodulation technologies. These systems can stimulate one user’s brain based on the neural signals of another. While Brain-Computer Interfacing is often discussed in the Human-Computer Interaction (HCI) game and play community, BBI is underexplored. In this paper, we investigate the social play potentials of BBI systems by proposing three types of ”telepathic play experiences” based on a wearable BBI system called ”PsiNet” which we designed, engineered, and evaluated in a previous study. This system measures the neural activity of players via electroencephalogram (EEG) as the input to the system and stimulates associated brain activity in other users using transcranial electrical stimulation (tES) as the system output. We hope this work will inspire game design researchers to create novel play experiences using neurotechnology such as BBI systems.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121933503","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}
Águeda Gómez Cambronero, Sven Casteleyn, A. M. Pastor
Depression is the world’s most prevalent mental disorder and the primary source of disability adjusted life years (DALY). While traditional face-to-face therapies have been shown to be effective, alternative delivery methods, e.g. internet-based therapies, have been investigated to overcome barriers to access, such as lack of availability of therapists and infrastructure. This article presents the design of a mobile serious game as a novel psychological momentary ecological intervention for depressive symptoms. We discuss how selected principles and techniques of common psychological frameworks used to tackle depression, namely Cognitive Behavioral Therapy (including Behavioral Activation) and Positive Psychotherapy, were integrated in the game concept, gameplay and game mechanics of ”Horizon: Resilience”, a City Building and Decision Making serious game. The selected techniques are put central in the game design by introducing ”the Power R(esilience)”, which groups the psychological principles of motivation for change, cognitive flexibility, activation and positivity. While identifying with game characters and maintaining high levels of the Power R, the players are introduced to and learn to use Cognitive Behavioral Therapy and Positive Psychotherapy strategies, which they can ultimately apply in their real-life depressive symptomatology.
{"title":"Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression","authors":"Águeda Gómez Cambronero, Sven Casteleyn, A. M. Pastor","doi":"10.1145/3450337.3483500","DOIUrl":"https://doi.org/10.1145/3450337.3483500","url":null,"abstract":"Depression is the world’s most prevalent mental disorder and the primary source of disability adjusted life years (DALY). While traditional face-to-face therapies have been shown to be effective, alternative delivery methods, e.g. internet-based therapies, have been investigated to overcome barriers to access, such as lack of availability of therapists and infrastructure. This article presents the design of a mobile serious game as a novel psychological momentary ecological intervention for depressive symptoms. We discuss how selected principles and techniques of common psychological frameworks used to tackle depression, namely Cognitive Behavioral Therapy (including Behavioral Activation) and Positive Psychotherapy, were integrated in the game concept, gameplay and game mechanics of ”Horizon: Resilience”, a City Building and Decision Making serious game. The selected techniques are put central in the game design by introducing ”the Power R(esilience)”, which groups the psychological principles of motivation for change, cognitive flexibility, activation and positivity. While identifying with game characters and maintaining high levels of the Power R, the players are introduced to and learn to use Cognitive Behavioral Therapy and Positive Psychotherapy strategies, which they can ultimately apply in their real-life depressive symptomatology.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122129417","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}
In recent years, there has been an increase in the interest in non-fungible tokens (NFT) to purchase digital art and has shaped a new form of art collecting. The art community has a long history of challenges and opportunities with the commercialization of art. More recently, there has also been an interest in the purchase of game art as investments or collecting. With the advent of blockchain currencies, NFTs have introduced a way for investors, collectors, and game developers to purchase or sell game art. However, the potential of NFT for the games and game development industry is manifold. In this paper, the authors will reflect on the potential of NTF’s for game developers and content creators.
{"title":"Tokenfication - The potential of non-fungible tokens (NFT) for game development","authors":"A. Fowler, J. Pirker","doi":"10.1145/3450337.3483501","DOIUrl":"https://doi.org/10.1145/3450337.3483501","url":null,"abstract":"In recent years, there has been an increase in the interest in non-fungible tokens (NFT) to purchase digital art and has shaped a new form of art collecting. The art community has a long history of challenges and opportunities with the commercialization of art. More recently, there has also been an interest in the purchase of game art as investments or collecting. With the advent of blockchain currencies, NFTs have introduced a way for investors, collectors, and game developers to purchase or sell game art. However, the potential of NFT for the games and game development industry is manifold. In this paper, the authors will reflect on the potential of NTF’s for game developers and content creators.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129528507","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}
Irina Paraschivoiu, J. Buchner, Robert Praxmarer, Thomas Layer-Wagner
Today's digital natives easily master new devices, but there is a greater need to provide them with a strong foundation of attitudes, skills and values to interpret the world around them. Moreover, in the context of remote schooling, providing students with opportunities to learn outside of the classroom and in an interactive manner is equally important. In this article, we address these issues by providing an account of Escape Fake, an augmented reality (AR) escape room game for educating young people about fake news. We show how such a game can be designed for playing at home, thereby providing interactive learning opportunities remotely. We discuss how to teach information literacy, by introducing the design process and gameplay of Escape Fake. In our evaluation with teenagers and young adults (n=49), we investigated the flow experience, attitude towards learning effectiveness and interest in learning with an AR escape game. Escape Fake was very well accepted by youth, who are willing to play the game in their free time. These results provide considerations for educators, researchers and designers who develop educational content by means of AR escape rooms.
{"title":"Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News","authors":"Irina Paraschivoiu, J. Buchner, Robert Praxmarer, Thomas Layer-Wagner","doi":"10.1145/3450337.3483454","DOIUrl":"https://doi.org/10.1145/3450337.3483454","url":null,"abstract":"Today's digital natives easily master new devices, but there is a greater need to provide them with a strong foundation of attitudes, skills and values to interpret the world around them. Moreover, in the context of remote schooling, providing students with opportunities to learn outside of the classroom and in an interactive manner is equally important. In this article, we address these issues by providing an account of Escape Fake, an augmented reality (AR) escape room game for educating young people about fake news. We show how such a game can be designed for playing at home, thereby providing interactive learning opportunities remotely. We discuss how to teach information literacy, by introducing the design process and gameplay of Escape Fake. In our evaluation with teenagers and young adults (n=49), we investigated the flow experience, attitude towards learning effectiveness and interest in learning with an AR escape game. Escape Fake was very well accepted by youth, who are willing to play the game in their free time. These results provide considerations for educators, researchers and designers who develop educational content by means of AR escape rooms.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117051595","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}
M. Hsieh, Noor Hammad, Erik Harpstead, Jessica Hammer
In this paper, we present an exploration of player retention strategies found in Animal Crossing: New Horizons. In particular, this paper seeks to understand the effect that non-playable characters (NPCs), which are often integral to the single-player experience, have on player retention. A qualitative study was executed to understand how and why Animal Crossing has had sustained success over a year after it launched. More specifically, data was collected via a survey focusing on gameplay features and player experience, including the interactions with the NPCs known as villagers in the game. This data was fit into a regression model, and it was concluded that while the villagers do play an important role in the retention of players, it is not the most significant gameplay factor; other factors such as frequent content updates and adding new items to collect also influenced retention. These preliminary results help us to better understand the retention strategies at play in a popular game, thereby providing lessons for future single player games to develop better retention strategies.
{"title":"Understanding Player Retention Strategies in Animal Crossing: New Horizons","authors":"M. Hsieh, Noor Hammad, Erik Harpstead, Jessica Hammer","doi":"10.1145/3450337.3483483","DOIUrl":"https://doi.org/10.1145/3450337.3483483","url":null,"abstract":"In this paper, we present an exploration of player retention strategies found in Animal Crossing: New Horizons. In particular, this paper seeks to understand the effect that non-playable characters (NPCs), which are often integral to the single-player experience, have on player retention. A qualitative study was executed to understand how and why Animal Crossing has had sustained success over a year after it launched. More specifically, data was collected via a survey focusing on gameplay features and player experience, including the interactions with the NPCs known as villagers in the game. This data was fit into a regression model, and it was concluded that while the villagers do play an important role in the retention of players, it is not the most significant gameplay factor; other factors such as frequent content updates and adding new items to collect also influenced retention. These preliminary results help us to better understand the retention strategies at play in a popular game, thereby providing lessons for future single player games to develop better retention strategies.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126646622","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}
Léandre Lavoie-Hudon, D. Lafond, Katherine Labonté, S. Tremblay
While non-player opponents in commercial video games often rely on simple artificial intelligence techniques, machine learning techniques that capture human strategies could make them more engaging. Cognitive Shadow is a prototype tool that combines several artificial intelligence techniques to continuously model human decision-making patterns during tasks that require categorical decision-making. The present study aims to assess the potential of Cognitive Shadow to create learning opponents that will counter the player's decisions in a strategy game, making it more challenging and engaging. The game developed to this end is a more complex version of rock-paper-scissors, set within the context of a wizards’ duel. Each participant (Player 1) took part in three game sessions of 12 battles (each including five rounds), only being told that they would face a non-player opponent. During Session 1, Cognitive Shadow was in learning mode, thus the non-player opponent (Player 2) chose its plays at random. During Session 2, Cognitive Shadow was active and helped counter participants’ decisions without their knowledge. Before Session 3, participants were informed that their opponent was using machine learning to anticipate and counter their strategy. The results showed that Player 2 was more effective with the help of Cognitive Shadow, having won significantly more battles in Sessions 2 and 3 than in Session 1. In addition, the level of engagement reported by human players increased significantly in Session 3. These results indicate that cognitive shadowing can be used in a strategy game to increase engagement when players are aware of the learning behavior.
{"title":"Cognitive Shadowing for Learning Opponents in a Strategy Game Experiment: Using Machine Learning to Counter Players’ Strategies","authors":"Léandre Lavoie-Hudon, D. Lafond, Katherine Labonté, S. Tremblay","doi":"10.1145/3450337.3483453","DOIUrl":"https://doi.org/10.1145/3450337.3483453","url":null,"abstract":"While non-player opponents in commercial video games often rely on simple artificial intelligence techniques, machine learning techniques that capture human strategies could make them more engaging. Cognitive Shadow is a prototype tool that combines several artificial intelligence techniques to continuously model human decision-making patterns during tasks that require categorical decision-making. The present study aims to assess the potential of Cognitive Shadow to create learning opponents that will counter the player's decisions in a strategy game, making it more challenging and engaging. The game developed to this end is a more complex version of rock-paper-scissors, set within the context of a wizards’ duel. Each participant (Player 1) took part in three game sessions of 12 battles (each including five rounds), only being told that they would face a non-player opponent. During Session 1, Cognitive Shadow was in learning mode, thus the non-player opponent (Player 2) chose its plays at random. During Session 2, Cognitive Shadow was active and helped counter participants’ decisions without their knowledge. Before Session 3, participants were informed that their opponent was using machine learning to anticipate and counter their strategy. The results showed that Player 2 was more effective with the help of Cognitive Shadow, having won significantly more battles in Sessions 2 and 3 than in Session 1. In addition, the level of engagement reported by human players increased significantly in Session 3. These results indicate that cognitive shadowing can be used in a strategy game to increase engagement when players are aware of the learning behavior.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122315543","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}
Mareike Gabele, V. Fischer, Marie Steinbrügge, Denise Thiemke, Steffi Hußlein, C. Hansen
Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.
{"title":"Potentials of a web-based gamification guidance for knowledge transfer between research and industry","authors":"Mareike Gabele, V. Fischer, Marie Steinbrügge, Denise Thiemke, Steffi Hußlein, C. Hansen","doi":"10.1145/3450337.3483458","DOIUrl":"https://doi.org/10.1145/3450337.3483458","url":null,"abstract":"Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"92 9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128020992","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}
Corey Thomas Martin, James Baumeister, Andrew Cunningham, G. S. Itzstein
Due to the subjective and complex nature of topics like fun and enjoyment, the motivations for players engaging with interactive games are particularly difficult to explore. However, understanding player motivation within games is indisputably valuable for those wishing to succeed in this highly competitive industry. While numerous models exist to quantify the motivations felt by players, the industry is ever evolving, and emerging sub industries have given rise to new reasons to play. In this work, though a meta-ethnography study clustering 284 motivation metaphors extracted from 30 included papers, the Spheres of Motivation is proposed; a new preliminary typology which synthesizes the last three decades of player motivation research.
{"title":"The Spheres of Player Motivation: Towards a New Typology for Player Motivation in Digital Games","authors":"Corey Thomas Martin, James Baumeister, Andrew Cunningham, G. S. Itzstein","doi":"10.1145/3450337.3483491","DOIUrl":"https://doi.org/10.1145/3450337.3483491","url":null,"abstract":"Due to the subjective and complex nature of topics like fun and enjoyment, the motivations for players engaging with interactive games are particularly difficult to explore. However, understanding player motivation within games is indisputably valuable for those wishing to succeed in this highly competitive industry. While numerous models exist to quantify the motivations felt by players, the industry is ever evolving, and emerging sub industries have given rise to new reasons to play. In this work, though a meta-ethnography study clustering 284 motivation metaphors extracted from 30 included papers, the Spheres of Motivation is proposed; a new preliminary typology which synthesizes the last three decades of player motivation research.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134479530","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}
Based on Švelch’s recent book Gaming the Iron Curtain, this talk will show how computer hobbyists in Cold War era Czechoslovakia challenged the power of the oppressive political regime and harnessed early microcomputer technology for both entertainment and activism. In the 1970s and 1980s, Czechoslovak authorities treated computer and information technologies as an industrial resource rather than a social or cultural phenomenon. While dismissing the importance of home computing and digital entertainment, they sponsored paramilitary computer clubs whose ostensible goal was to train expert cadres for the army and the centrally planned economy. But these clubs soon became a largely apolitical, interconnected enthusiast network, where two forms of tactical resistance could be identified. First, the clubs offered an alternative spaces of communal hobby activity, partially independent of the oppression experienced at work or at school The club members’ ambitious DIY projects often substituted for the deficiencies of the state-controlled computer industry. Hobbyists not only built joysticks and programmed games, but also introduced new standards for data storage and ran large-scale bottom-up education programs. Second, especially in the late 1980s, local authors started making games that were openly subversive. Several anti-regime text adventure games were made in 1988 and 1989, including The Adventures of Indiana Jones on Wenceslas Square, January 16, 1989, which pitted the iconic Western hero against riot police during an anti-regime demonstration. These games rank among the world’s earliest examples of activist computer games.
根据Švelch的新书《游戏铁幕》(Gaming the Iron Curtain),本演讲将展示冷战时期捷克斯洛伐克的电脑爱好者如何挑战压迫性政治政权的权力,并利用早期的微型电脑技术进行娱乐和行动。在20世纪70年代和80年代,捷克斯洛伐克当局将计算机和信息技术视为一种工业资源,而不是一种社会或文化现象。他们无视家庭电脑和数字娱乐的重要性,却赞助准军事电脑俱乐部,其表面目标是为军队和中央计划经济培养专业干部。但这些俱乐部很快就变成了一个基本上与政治无关、相互联系的爱好者网络,在那里可以发现两种形式的战术抵抗。首先,俱乐部提供了另一种公共爱好活动的空间,部分地独立于工作或学校所经历的压迫。俱乐部成员雄心勃勃的DIY项目经常取代国家控制的计算机工业的不足。爱好者们不仅制作操纵杆和编程游戏,还引入了新的数据存储标准,并开展了大规模的自下而上的教育项目。其次,特别是在20世纪80年代末,本地作者开始制作公开颠覆性的游戏。1988年和1989年出现了几款反政府文本冒险游戏,包括1989年1月16日《瓦茨拉夫广场上的印第安纳琼斯历险记》(The Adventures of Indiana Jones on Wenceslas Square),这款游戏让标志性的西方英雄在反政府示威中对抗防暴警察。这些游戏是世界上最早的激进电脑游戏之一。
{"title":"Gaming the Iron Curtain: Making, Playing, and Copying Computer Games in Communist Czechoslovakia","authors":"Jaroslav Švelch","doi":"10.1145/3450337.3486937","DOIUrl":"https://doi.org/10.1145/3450337.3486937","url":null,"abstract":"Based on Švelch’s recent book Gaming the Iron Curtain, this talk will show how computer hobbyists in Cold War era Czechoslovakia challenged the power of the oppressive political regime and harnessed early microcomputer technology for both entertainment and activism. In the 1970s and 1980s, Czechoslovak authorities treated computer and information technologies as an industrial resource rather than a social or cultural phenomenon. While dismissing the importance of home computing and digital entertainment, they sponsored paramilitary computer clubs whose ostensible goal was to train expert cadres for the army and the centrally planned economy. But these clubs soon became a largely apolitical, interconnected enthusiast network, where two forms of tactical resistance could be identified. First, the clubs offered an alternative spaces of communal hobby activity, partially independent of the oppression experienced at work or at school The club members’ ambitious DIY projects often substituted for the deficiencies of the state-controlled computer industry. Hobbyists not only built joysticks and programmed games, but also introduced new standards for data storage and ran large-scale bottom-up education programs. Second, especially in the late 1980s, local authors started making games that were openly subversive. Several anti-regime text adventure games were made in 1988 and 1989, including The Adventures of Indiana Jones on Wenceslas Square, January 16, 1989, which pitted the iconic Western hero against riot police during an anti-regime demonstration. These games rank among the world’s earliest examples of activist computer games.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132572380","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}
Pen & Paper puzzle games are popular form of entertainment, that lends itself well to computational solving and generation. They are also used in education, both to teach their intrinsic concepts and as a tool to support learning in other areas. There has been extensive research into generating and efficiently solving puzzle game levels, though comparatively little has focused on creating a challenging yet intriguing puzzle solving experience for a given human player. We conducted an initial study into how human players approach the solving of paper puzzle games, using Sudoku, and how that corresponded to the assumptions made by computational solvers. The intention is to use this insight to build a general help system that better reflects and supports the solving process employed by human players when solving puzzle games.
{"title":"A human centered approach to logic puzzles.","authors":"Alice M. Lynch","doi":"10.1145/3450337.3483515","DOIUrl":"https://doi.org/10.1145/3450337.3483515","url":null,"abstract":"Pen & Paper puzzle games are popular form of entertainment, that lends itself well to computational solving and generation. They are also used in education, both to teach their intrinsic concepts and as a tool to support learning in other areas. There has been extensive research into generating and efficiently solving puzzle game levels, though comparatively little has focused on creating a challenging yet intriguing puzzle solving experience for a given human player. We conducted an initial study into how human players approach the solving of paper puzzle games, using Sudoku, and how that corresponded to the assumptions made by computational solvers. The intention is to use this insight to build a general help system that better reflects and supports the solving process employed by human players when solving puzzle games.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131628109","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}