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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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Not Very Effective: Validity Issues of the Effectance in Games Scale 不太有效:游戏有效性量表的有效性问题
Nick Ballou, H. Breitsohl, Dominic Kao, K. Gerling, Sebastian Deterding
Effectance—the basic positive experience of causing effects—provides a promising explanation for the enjoyment derived from novel low-challenge game genres featuring ample ‘juicy’ feedback. To date, game researchers have studied effectance using a little-validated 11-item scale developed by Klimmt, Hartmann, and Frey. To test its dimensionality and discriminant validity, we conducted an online survey (n = 467) asking people to report on effectance and related experiences in a recent play session. Confirmatory and exploratory factor analyses show poor fit with a unidimensional factor structure and poor discriminant validity with common enjoyment and mastery/competence measures, likely due to reverse-coded items and a separable input lag factor. We discuss further possible validity issues like questionable content validity, advise against using the scale in its present form, and close with recommendations for future scale development and use.
效果,即产生效果的基本积极体验,能够很好地解释从具有丰富反馈的新颖低挑战游戏类型中获得的乐趣。迄今为止,游戏研究人员一直在使用Klimmt、Hartmann和Frey开发的一种未经验证的11项量表来研究效果。为了测试其维度和判别效度,我们进行了一项在线调查(n = 467),要求人们报告最近一次游戏中的效果和相关经历。验证性和探索性因素分析表明,与一维因素结构的拟合度较差,与普通享受和掌握/能力测量的判别效度较差,可能是由于反向编码的项目和可分离的输入滞后因素。我们进一步讨论了可能的效度问题,如可疑的内容效度,建议不要以目前的形式使用量表,并对未来量表的开发和使用提出建议。
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引用次数: 0
The Impact of Social Proof on Moral Decision-Making in Video Games 电子游戏中社会认同对道德决策的影响
Vedant Sansare, Jake Rovere, Michael McEwan, Malcolm Ryan
When we make ethical decisions in everyday life, our choices are often influenced by what we see others doing around us. In psychology, this phenomenon is known as social proof. When we are uncertain about what to do, we are likely to follow the crowd, especially if we identify with them. In this study, we examine how this behaviour extends to video games, and how it is influenced by other design factors such as time-limited decisions. We present the results of a quantitative study of player behaviour in a visual-novel game The Great Fire. Before making a decision, players are presented with statistics showing what other players chose. We manipulated these figures to display different choices as popular, under timed and untimed conditions. We present preliminary work-in-progress results that suggest that players are indeed influenced to follow the crowd when facing an ambiguous moral decision, but can also show unexpected behaviour when faced with the non-moral choice of calling a coin flip.
当我们在日常生活中做出道德决定时,我们的选择往往会受到周围人行为的影响。在心理学中,这种现象被称为社会认同。当我们不确定要做什么的时候,我们很可能会随大流,尤其是当我们认同他们的时候。在这项研究中,我们研究了这种行为如何扩展到电子游戏中,以及它如何受到其他设计因素(如限时决策)的影响。我们展示了视觉小说游戏《the Great Fire》中玩家行为的定量研究结果。在做出决定之前,玩家会看到其他玩家的选择。我们对这些数据进行了处理,以显示在定时和非定时条件下受欢迎的不同选择。我们提出的初步研究结果表明,当玩家面临模棱两可的道德决定时,他们确实会受到随大流的影响,但当他们面临掷硬币这种非道德选择时,他们也会表现出意想不到的行为。
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引用次数: 1
Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer’s Toolkit. 具体化教学调解(EPM)的概念化:Plávana项目,一个编舞的工具包。
Brian Curlee, Taylor Newman, Kaustavi Sarkar, Julio César Bahamón
In an age where circumstance makes the need and plausibility of digital cultural mediation a reality, it becomes necessary to consider the effects such mediation has on pedagogical process. It is our purpose through work with The Plavana Project, to create an artifact that can be used as a digital toolkit for practitioners of tradition, a study tool for its students, and an introduction to the novice for the history and cultural memory carried in its teachings. We hypothesize that through a dedicated focus on Sense of Embodiment (SoE) using the immersive qualities of consumer Virtual Reality (VR), we can place the participant in historically relevant settings and provide an authentic learning experience that is generally only available locally and synchronously. In this study, we apply the fundamentals of digital game design and development, the immersive qualities and philosophies of consumer VR, and the Embodied Pedagogical Mediation (EPM) of current teachers and scholars in the traditional Odissi dance form.
在一个环境使得数字文化中介的必要性和合理性成为现实的时代,有必要考虑这种中介对教学过程的影响。通过与Plavana项目的合作,我们的目的是创造一种人工制品,可以作为传统实践者的数字工具包,学生的学习工具,以及向初学者介绍其教学中所承载的历史和文化记忆。我们假设,通过使用消费者虚拟现实(VR)的沉浸式特性,专注于体现感(SoE),我们可以将参与者置于与历史相关的环境中,并提供通常仅在本地和同步可用的真实学习体验。在本研究中,我们将数字游戏设计和开发的基本原理、消费者虚拟现实的沉浸性品质和哲学,以及当前教师和学者的体现教学调解(EPM)应用于传统的奥迪西舞蹈形式。
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引用次数: 1
Support Designer-Teacher Collaboration in Educational Game Design Using Learning Science Principles 使用学习科学原理支持设计师和教师在教育游戏设计中的合作
Qian Ma, Erik Harpstead
Educational game design requires interdisciplinary collaboration between game designers and teachers, and tools like learning science principles have been suggested to facilitate this process and help design better-integrated games. However, the translation from learning science theory to practice is not well studied, and no previous study has examined how the presentation format of learning science principles may influence the effectiveness of a realistic, collaborative game design process between designers and teachers. In this paper, we present the initial design of a study that will examine how the forms and presentation of learning science principles might influence designer-teacher collaboration, which has both theoretical and practical implications in the fields of educational game design and learning science.
教育游戏设计需要游戏设计师和教师之间的跨学科合作,学习科学原理等工具可以促进这一过程,帮助设计出更好的整合游戏。然而,从学习科学理论到实践的转化并没有得到很好的研究,之前也没有研究过学习科学原则的呈现形式如何影响设计师和教师之间现实的、协作的游戏设计过程的有效性。在本文中,我们提出了一项研究的初步设计,该研究将研究学习科学原则的形式和表现如何影响设计师-教师合作,这在教育游戏设计和学习科学领域具有理论和实践意义。
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引用次数: 0
Wander: A breath-control Audio Game to Support Sound Sleep 漫步:一个呼吸控制音频游戏,以支持良好的睡眠
Jinghe Cai, Bohan Chen, Chen Wang, Jia Jia
Overuse of mobile phones pre-sleep is one of the main factors that cause sleep disorders. Although medical research proves that excessive blue light from the smartphone leads to a decrease in sleepiness, the widespread use of cell phones makes it difficult for people to disconnect from them entirely before bedtime. Regarding this dilemma, we explore the potential of treating mobile phones as sleep helpers. In this paper, we proposed a novel interaction mode and designed a breath-control audio game, which guides mobile users to reduce the use of smartphones and take breathing exercises that improve sleep quality near bedtime based on gamification theory. Our game’s metaphor promotes smartphone users to beware that excessive use of mobile phones before bedtime will adversely affect sleep, demonstrating the opportunities of utilizing smartphones to support sound sleep. Finally, through our practice, we show that gamification is a potential method to cultivate healthy habits and can be generalized to the formation of other ones in the future.
睡前过度使用手机是导致睡眠障碍的主要因素之一。尽管医学研究证明,智能手机发出的过多蓝光会减少困倦感,但手机的广泛使用让人们很难在睡前完全脱离手机。针对这一困境,我们探索了将手机作为睡眠帮手的潜力。本文基于游戏化理论,提出了一种新颖的交互模式,设计了一款呼吸控制音频游戏,引导移动用户减少使用智能手机,在睡前进行呼吸练习,提高睡眠质量。我们的游戏比喻提醒智能手机用户注意睡前过度使用手机会对睡眠产生不利影响,这表明利用智能手机支持良好睡眠的机会。最后,通过我们的实践,我们表明游戏化是一种潜在的培养健康习惯的方法,并且可以推广到未来其他习惯的形成。
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引用次数: 1
Measuring Players’ Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ 数字游戏玩家需求满足体验的测量:UPEQ因子结构分析
Dominik Kayser, S. Perrig, Florian Brühlmann
In this work, we explore the factorial structure of the Ubisoft Perceived Experience Questionnaire (UPEQ) and its correlation with game enjoyment. For this purpose, an online survey was conducted on the experience with the video game League of Legends. Three hundred and sixty-nine participants provided information about their in- and out-of-game demographics and rated their experience with the game using the UPEQ and the subscale Interest/Enjoyment from the Intrinsic Motivation Inventory. Using confirmatory and exploratory factor analysis, we found weaknesses in the 3-factor model of the UPEQ and propose a 6- or 7-factor structure as a basis for new research and improvement of the UPEQ. All materials are available on OSF: https://osf.io/6nhts/.
在这项工作中,我们探讨了育碧感知体验问卷(UPEQ)的因子结构及其与游戏乐趣的相关性。为此,我们进行了一项关于电子游戏《英雄联盟》体验的在线调查。369名参与者提供了他们在游戏内外的人口统计信息,并使用UPEQ和内在动机量表的兴趣/享受子量表对他们的游戏体验进行了评分。通过验证性因子分析和探索性因子分析,我们发现了UPEQ 3因子模型的不足之处,并提出了6或7因子结构作为新的研究和改进UPEQ的基础。所有材料都可以在OSF上获得:https://osf.io/6nhts/。
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引用次数: 5
Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher 作为一个少数人的成人设计研究者,协商系统的种族和性别偏见
J. Uchidiuno, Jaemarie Solyst, Jonaya Kemper, Erik Harpstead, Ross M. Higashi, Jessica Hammer
Fostering equal design partnerships in adult-child codesign interactions is a well-documented challenge in HCI. It is assumed that adults come into these interactions with power and have to make adjustments to allow childrens’ input to be equally valued. However, power is not a unilateral construct - it is in part determined by social and cultural norms that often disadvantage minoritized groups. Striving for equal partnership without centering users’ and participants’ intersectional identities may lead to unproductive adult-child codesign interactions. We codesigned a game, primarily facilitated by a black woman researcher, with K-5 afterschool programs comprised of students from three different communities – a middle-class, racially diverse community; a low-income, primarily African American community; and a working-class rural, white, community over a period of 20 weeks. We share preliminary insights on how racial and gender biases affect codesign partnerships and describe future research plans to modify our program structure to foster more effective adult-child interactions.
在成人-儿童共同设计互动中培养平等的设计伙伴关系是HCI中一个有充分证据的挑战。一般认为,成年人带着权力参与这些互动,必须做出调整,让孩子的投入得到同等重视。然而,权力不是一个单方面的概念——它在一定程度上是由社会和文化规范决定的,而这些规范往往不利于少数群体。追求平等的伙伴关系,而不以用户和参与者的交叉身份为中心,可能会导致无效的成人-儿童协同设计交互。我们共同设计了一款游戏,主要是由一名黑人女性研究员促成的,与来自三个不同社区的学生组成的K-5课后项目——一个中产阶级,种族多元化的社区;以非裔美国人为主的低收入社区;在一个工薪阶层的农村白人社区进行为期20周的调查。我们分享了关于种族和性别偏见如何影响共同设计伙伴关系的初步见解,并描述了未来的研究计划,以修改我们的项目结构,以促进更有效的成人-儿童互动。
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引用次数: 2
Jessy: A Conversational Assistant for Tutoring Digital Board Games 杰西:辅导数字棋盘游戏的会话助手
Mahdieh Allameh, Loutfouz Zaman
We present Jessy, an interactive intelligent digital board game assistant for The Royal Game of Ur. Jessy is capable of answering questions regarding the game rules, giving suggestions for best moves considering the player's state, and informing the player about the important events in the game. An explanatory non-comparative study was conducted to evaluate the usability and usefulness of Jessy in engaging and learning how to play the game. The study showed Jessy was helpful in general and the findings suggest insights on how to craft Jessy for its target application – difficult board games.
我们为大家介绍一款名为Jessy的交互式智能数字桌游助手。jesse能够回答有关游戏规则的问题,根据玩家的状态给出最佳移动建议,并告知玩家游戏中的重要事件。我们进行了一项解释性非比较性研究,以评估Jessy在参与和学习如何玩游戏方面的可用性和有用性。研究表明,总的来说,Jessy是有帮助的,研究结果为如何将Jessy制作成目标应用程序(高难度棋盘游戏)提供了见解。
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引用次数: 3
Gamification for Sustainable Employee Behavior: Extended Abstract for the CHI PLAY 2021 Doctoral Consortium 可持续员工行为的游戏化:CHI PLAY 2021博士联盟的扩展摘要
Jeanine Krath
s of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’21), October 18–21, 2021, Virtual Event, Austria. ACM, New York, NY, USA, 4 pages. https://doi.org/10.1145/3450337.3483523 Companies are challenged to contribute to sustainable development and continuously improve their sustainability performance [1–3]. Despite an increasing focus of companies on sustainability [2, 4, 5], current corporate behavior has been criticized as insufficient [5, 6]. In particular, companies seem to struggle to successfully implement and pursue sustainability goals [7–9]. One of the main reasons for this struggle might be a lack of employee commitment, as corporate sustainability efforts rely on employee participation [10]. Employees need to know and understand the sustainability goals of the company [11, 12] and change their current behavior to pursue these goals [13–15]. Previous research shows that changes in individual employee behavior significantly influence corporate sustainability performance [16–18]. However, as engagement in corporate sustainability is usually outside the scope of their duties, employees need support to work towards sustainability goals [3]. In this regard, current approaches seem to be insufficient with regard to employee engagement in behavior change [19, 20]. Thus, research is challenged to search for alternative initiatives [21]. Gamification, which is the use of game elements in non-game contexts [22], represents a promising intervention for influencing employee behavior aimed at sustainability [19, 23]. Research has increasingly shown that gamified interventions can positively influence behavior at work [24–26]. For instance, existing studies investigate the use of gamification to promote employee engagement and motivation [27–30], enhance employee training programs [31–33] and improve knowledge management initiatives [34–37]. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). CHI PLAY ’21, October 18–21, 2021, Virtual Event, Austria © 2021 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-8356-1/21/10. https://doi.org/10.1145/3450337.3483523 Similarly, there is a rising research interest in gamification to encourage sustainable behavior. Research projects are investigating the effect on energy conservation in households [38–40], sustainable travel and commuting [41–43], sustainable water management [44, 45], eco-driving styles [46, 47] and recycling [48, 49]. However, research efforts are still underway with regard to the combination of these two streams, i.e. the use of gamification for sustainable employee behavior in theworkplace. Although there are individu
《2021年游戏人机交互年度研讨会》(CHI Play’21),2021年10月18-21日,虚拟事件,奥地利。ACM,纽约,美国,4页。https://doi.org/10.1145/3450337.3483523公司面临的挑战是为可持续发展做出贡献,并不断提高其可持续发展绩效[1-3]。尽管企业越来越关注可持续性[2,4,5],但目前的企业行为被批评为不足[5,6]。特别是,公司似乎很难成功地实施和追求可持续发展目标[7-9]。造成这种困境的主要原因之一可能是缺乏员工承诺,因为企业的可持续发展努力依赖于员工的参与[10]。员工需要了解和理解公司的可持续发展目标[11,12],并改变他们目前的行为来追求这些目标[13-15]。已有研究表明,员工个体行为的变化对企业可持续发展绩效有显著影响[16-18]。然而,由于参与企业可持续发展通常超出了员工的职责范围,员工需要支持才能实现可持续发展目标[3]。在这方面,目前的方法在行为改变中的员工敬业度方面似乎不足[19,20]。因此,研究面临着寻找替代方案的挑战[21]。游戏化是指在非游戏环境中使用游戏元素[22],它代表了一种有希望的干预措施,可以影响员工的行为,以实现可持续性[19,23]。越来越多的研究表明,游戏化干预可以对工作行为产生积极影响[24-26]。例如,已有研究调查了利用游戏化来提高员工敬业度和积极性[27-30]、加强员工培训计划[31-33]和改进知识管理举措[34-37]。允许制作部分或全部作品的数字或硬拷贝供个人或课堂使用,但不收取任何费用,前提是制作或分发副本不是为了盈利或商业利益,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。CHI PLAY ' 21, 2021年10月18日至21日,奥地利,Virtual Event©2021版权归所有人/作者所有。Acm isbn 978-1-4503-8356-1/21/10。https://doi.org/10.1145/3450337.3483523同样,人们对游戏化的研究兴趣也在上升,以鼓励可持续的行为。研究项目正在调查对家庭节能[38-40]、可持续出行和通勤[41-43]、可持续水资源管理[44,45]、生态驾驶方式[46,47]和循环利用[48,49]的影响。然而,关于这两种流的结合的研究工作仍在进行中,即在工作场所使用游戏化来实现可持续的员工行为。虽然有个别研究在办公楼中使用严肃游戏[50,51]和游戏化[52-56],但它们的重点仅限于节能,而没有考虑其他可持续行为,如节约用水、减少废物、可持续旅行和可持续营养。因此,本文旨在通过设计一个游戏应用程序来促进可持续员工行为并测量其对企业可持续发展绩效的影响,从而缩小这一差距。设计科学研究方法[57-59]被选为科学方法,因为它最适合设计和构建适用的工件,如系统和应用程序[60],并已在开发游戏化应用程序的几项研究中使用[61-65](见图1)。目前的研究结果已经显著地促进了游戏化设计的科学知识,无论是在一般情况下还是在可持续员工行为的背景下。通过对理论(rq2)的回顾和分析,我们确定了十个有助于解释游戏化如何运作的基本原则[66],这些原则支持了从游戏化设计文献(rq2)中合成的关键设计原则[67]。基于目标设定理论,系统回顾了工作场所和可持续发展背景下的现有研究,揭示了哪种游戏化动态最适合鼓励可持续的员工行为,并讨论了如何设计游戏化以推动员工实现企业可持续发展绩效(RQ 1)[68],但这一概念框架的验证仍有待进一步研究。此外,对玩家类型的定量研究揭示了个性化游戏化设计的关键见解[69]。 基于这些发现,我们设计了游戏化应用程序的初始原型,并通过对员工的深入访谈对其进行了评估,结果显示,利己主义的环境价值观占据了有趣的主导地位,因此,员工对与自我发展和学习相关的游戏化元素的偏好(RQ 4)[70]。即将到来的第二个周期旨在根据之前的结果和对员工可持续性行动的审查(RQ 6)开发游戏化应用程序的MVP,并确定员工在短期定性评估(RQ 7)中遇到的任何障碍。然后,在第三个周期中,游戏化应用程序的设计将根据上述障碍进行改进。然后是对企业可持续发展绩效影响的长期定量调查,以及对不同类型玩家长期使用不同游戏化元素的进一步洞察(rq8)
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引用次数: 0
Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2 更好的帧率还是更好的视觉效果?《dota2》中电子竞技选手练习的早期报告
Arjun Madhusudan, B. Watson
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work studying how players manage this tradeoff in practice. This paper is an initial examination of this question in the game Dota 2. First, we gather the game configuration data of Dota 2 players in a small survey. We learn that players do limit visual detail, particularly by turning off VSYNC, which removes rendering/display synchronization delay but permits visual “tearing”. Second, we survey the intent of those same players with a few subjective questions. Player intent matches configuration practice. While our sampling of Dota 2 players may not be representative, our survey does reveal suggestive trends that lay the groundwork for future, more rigorous and larger surveys. Such surveys can help new players adapt to the game more quickly, encourage researchers to investigate the relative importance of temporal and visual detail, and justify design effort by developers in ”low visual” game configurations.
电子竞技运动员通常会降低视觉质量以改善延迟和帧率,并提高他们在游戏中的表现。很少有研究考察这种视觉空间权衡对表现的影响,但我们没有发现研究玩家在实践中如何管理这种权衡的工作。本文将在游戏《Dota 2》中对这一问题进行初步探讨。首先,我们通过小型调查收集了Dota 2玩家的游戏配置数据。我们了解到玩家确实会限制视觉细节,特别是通过关闭VSYNC,这会消除渲染/显示同步延迟,但会导致视觉“撕裂”。其次,我们通过一些主观问题调查这些玩家的意图。玩家的意图与配置实践相匹配。虽然我们对Dota 2玩家的抽样调查可能不具有代表性,但我们的调查确实揭示了一些暗含的趋势,为未来更严格、更大规模的调查奠定了基础。这种调查可以帮助新玩家更快地适应游戏,鼓励研究人员调查时间和视觉细节的相对重要性,并证明开发者在“低视觉”游戏配置中的设计努力是合理的。
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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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