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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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Telepathic Play: Towards Playful Experiences Based on Brain-to-brain Interfacing 心灵感应游戏:基于脑对脑接口的游戏体验
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.
脑对脑接口(BBIs)是通过神经成像和神经调节技术的结合,促进两个大脑之间直接信息传输的系统。这些系统可以根据一个用户的神经信号刺激另一个用户的大脑。虽然人机交互(HCI)游戏和游戏社区经常讨论脑机接口,但BBI尚未得到充分探索。在本文中,我们通过提出三种类型的“心灵感应游戏体验”来研究BBI系统的社会游戏潜力,该系统基于我们在之前的研究中设计、制造和评估的可穿戴BBI系统“PsiNet”。该系统通过脑电图(EEG)作为系统输入来测量玩家的神经活动,并使用经颅电刺激(tES)作为系统输出来刺激其他用户的相关大脑活动。我们希望这项工作能够启发游戏设计研究人员利用BBI系统等神经技术创造出新颖的游戏体验。
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引用次数: 4
Horizon: Resilience – Design of a Serious Game for Ecological Momentary Intervention for Depression 地平线:弹性——抑郁症生态瞬时干预的严肃游戏设计
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.
抑郁症是世界上最普遍的精神障碍,也是残疾调整生命年(DALY)的主要来源。虽然传统的面对面治疗已被证明是有效的,但已经研究了其他提供方法,例如基于互联网的治疗,以克服获取障碍,例如缺乏治疗师和基础设施。这篇文章提出了一个手机严肃游戏的设计,作为一种新颖的心理瞬时生态干预抑郁症状。我们将讨论如何将认知行为疗法(包括行为激活)和积极心理疗法等常用心理学框架的原则和技术整合到《地平线:韧性》这款严肃的城市建设和决策游戏的游戏概念、玩法和游戏机制中。通过引入“Power R(弹性)”,将所选择的技术置于游戏设计的中心位置,它将改变动机、认知灵活性、激活性和积极性的心理学原则组合在一起。在认同游戏角色并保持高水平的Power R的同时,玩家将被介绍并学习使用认知行为疗法和积极心理治疗策略,他们最终可以将其应用于现实生活中的抑郁症状。
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引用次数: 1
Tokenfication - The potential of non-fungible tokens (NFT) for game development 代币化——不可替代代币(NFT)在游戏开发中的潜力
A. Fowler, J. Pirker
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.
近年来,人们对购买数字艺术的不可替代代币(NFT)的兴趣有所增加,并形成了一种新的艺术收藏形式。随着艺术的商业化,艺术界面临着长期的挑战和机遇。最近,人们也开始对购买游戏美术作为投资或收藏感兴趣。随着区块链货币的出现,nft为投资者、收藏家和游戏开发者提供了一种购买或出售游戏图像的方式。然而,NFT对游戏和游戏开发行业的潜力是多方面的。在本文中,作者将反思NTF对游戏开发者和内容创造者的潜力。
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引用次数: 22
Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News 逃避虚假:一种用于打击假新闻的增强现实逃脱室游戏的开发与评估
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.
如今的“数字原住民”很容易掌握新设备,但更需要为他们提供坚实的态度、技能和价值观基础,以解读周围的世界。此外,在远程教育的背景下,为学生提供在课堂外以互动方式学习的机会同样重要。在本文中,我们通过提供Escape Fake的帐户来解决这些问题,这是一款用于教育年轻人了解假新闻的增强现实(AR)密室逃生游戏。我们展示了如何设计这样一个游戏在家里玩,从而提供远程互动学习的机会。本文通过介绍《Escape Fake》的设计过程和游戏玩法,探讨如何培养学生的信息素养。在我们对青少年和年轻人(n=49)的评估中,我们调查了通过AR逃避游戏学习的心流体验、对学习有效性的态度和兴趣。《Escape Fake》很受年轻人的欢迎,他们愿意在空闲时间玩这款游戏。这些结果为利用AR密室开发教育内容的教育工作者、研究人员和设计师提供了参考。
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引用次数: 8
Understanding Player Retention Strategies in Animal Crossing: New Horizons
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.
特别是,本文试图理解非可玩角色(npc)对玩家留存率的影响,它们通常是单人游戏体验的组成部分。更具体地说,数据是通过调查游戏功能和玩家体验收集的,包括与游戏中被称为村民的npc的互动。我们将这些数据放入回归模型中,并得出结论:尽管村民在玩家留存率中发挥着重要作用,但它并不是最重要的玩法因素;其他因素,如频繁的内容更新和添加新道具也会影响留存率。这些初步结果有助于我们更好地理解流行游戏中的留存策略,从而为未来的单人游戏开发更好的留存策略提供经验。
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引用次数: 0
Cognitive Shadowing for Learning Opponents in a Strategy Game Experiment: Using Machine Learning to Counter Players’ Strategies 在策略游戏实验中学习对手的认知阴影:使用机器学习来对抗玩家的策略
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.
虽然商业电子游戏中的非玩家对手通常依赖于简单的人工智能技术,但捕捉人类策略的机器学习技术可以使他们更具吸引力。认知阴影是一个原型工具,它结合了几种人工智能技术,在需要分类决策的任务中持续建模人类决策模式。目前的研究旨在评估认知阴影的潜力,以创造学习型对手,对抗玩家在策略游戏中的决策,使其更具挑战性和吸引力。为此而开发的游戏是一个更复杂的剪刀石头布游戏,以巫师决斗为背景。每个参与者(玩家1)参加了3个12场战斗的游戏回合(每个回合包括5个回合),只被告知他们将面对一个非玩家对手。在第1阶段,Cognitive Shadow处于学习模式,因此非玩家对手(玩家2)随机选择其玩法。在第二阶段,认知阴影是活跃的,并在参与者不知情的情况下帮助他们做出决定。在第三阶段之前,参与者被告知他们的对手正在使用机器学习来预测和反击他们的策略。结果显示,在认知阴影的帮助下,玩家2的效率更高,在第2和第3阶段赢得的战斗明显多于第1阶段。此外,人类玩家在第3阶段的参与度也显著提高。这些结果表明,当玩家意识到学习行为时,可以在策略游戏中使用认知阴影来提高参与度。
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引用次数: 0
Potentials of a web-based gamification guidance for knowledge transfer between research and industry 基于网络的游戏化指导在研究和工业之间的知识转移的潜力
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.
研究结果表明,游戏化可以影响情绪、动机和行为。然而,为了将结果应用于工业中的软件开发,它们需要易于访问。为了实现知识转移,设计了一个基于网络的交互式工具的概念和原型,以一种简化的方式总结和可视化现有的研究成果和有关游戏化元素使用的实际例子。用户一步一步地为目标群体定义诸如使用背景、年龄、性别和用户类型等参数。在此基础上,对研究结果中的效应进行了简化,并以饼状图的形式分为四类。这旨在为行业中的用户提供选择适合他们使用的游戏化元素的能力。该方法是以用户为中心的方式开发的,包括对来自研究和/或行业的七名参与者进行研究前访谈,然后使用可点击的原型和定性公开访谈进行评估。研究了工业和研究的潜力。这种方法被认为有助于选择适合工业使用的游戏化元素。它可能会导致更快地发现研究结果,促进网络,并可能产生一种元评论。这些工具的细化可以支持研究和工业之间的互联互通,以及知识在游戏化中的转移和应用。
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引用次数: 1
The Spheres of Player Motivation: Towards a New Typology for Player Motivation in Digital Games 玩家动机领域:数字游戏中玩家动机的新类型
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.
由于乐趣和享受等主题的主观性和复杂性,玩家参与互动游戏的动机特别难以探索。然而,对于那些希望在这个竞争激烈的行业中取得成功的人来说,理解游戏中的玩家动机无疑是有价值的。虽然有许多模型可以量化玩家的动机,但这个行业一直在发展,新兴的子行业也为玩家提供了新的游戏理由。在这项研究中,元民族志研究从30篇论文中提取了284个动机隐喻,并提出了动机领域;一个新的初步类型,综合了过去三十年的玩家动机研究。
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引用次数: 1
Gaming the Iron Curtain: Making, Playing, and Copying Computer Games in Communist Czechoslovakia 游戏铁幕:在共产主义捷克斯洛伐克制作、玩和复制电脑游戏
Jaroslav Švelch
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。
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引用次数: 1
A human centered approach to logic puzzles. 以人为中心的逻辑谜题解决方法。
Alice M. Lynch
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.
纸笔益智游戏是一种流行的娱乐形式,它适合计算解决和生成。它们也被用于教育,既传授其内在概念,又作为支持其他领域学习的工具。关于生成和有效解决谜题游戏关卡的研究已经非常广泛,尽管相对而言,很少有人关注于为特定的人类玩家创造具有挑战性但又有趣的谜题解决体验。我们对人类玩家如何使用数独解决纸上益智游戏进行了初步研究,以及这与计算解算者所做的假设之间的关系。我们的目的是利用这一见解去创造一个能够更好地反映并支持人类玩家在解决谜题游戏时所使用的解决过程的通用帮助系统。
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引用次数: 0
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Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
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