首页 > 最新文献

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

英文 中文
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。
{"title":"The Impact of Social Proof on Moral Decision-Making in Video Games","authors":"Vedant Sansare, Jake Rovere, Michael McEwan, Malcolm Ryan","doi":"10.1145/3450337.3483473","DOIUrl":"https://doi.org/10.1145/3450337.3483473","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"12 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120905756","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}
引用次数: 1
Play as Interface 游戏界面
Lindsay D. Grace
This talk outlines the propensities of play to improve human computer interaction. Drawing from his experience addressing complex problems in journalism, misinformation, education, and more the talk outlines the theories that underpin applying play as interface. The idea is not merely the application of games to increase engagement or retention, but instead the integration of playful characteristics to improve problem solving and understanding of computing systems. Much like applying graphical user interfaces of old, playful interactions offer the opportunity to exploit innate characteristics of human interaction and accessibility with the scale and computation prowess of computing. Using play as interface can offer a next-gen solution to HCI problems. This means combining heuristics from game design but augmenting them with real world complexity and application. The talk combines case studies with suggestions for application in a wide variety of HCI challenges. It also champions the universal accessibility of the state of play, recognizing its cross-cultural value, pervasiveness and innate human utility.
这次演讲概述了游戏的倾向,以改善人机交互。从他处理新闻、错误信息、教育等复杂问题的经验中,他概述了将游戏作为界面的理论基础。这一理念并不仅仅是通过游戏提高用户粘性或留存率,而是通过整合有趣的特征来提高解决问题的能力和对计算系统的理解。就像应用旧的图形用户界面一样,有趣的交互提供了利用人类交互的固有特征和可访问性的机会,并具有计算的规模和计算能力。将游戏作为界面可以为HCI问题提供下一代解决方案。这意味着结合游戏设计中的启发式方法,并将其与现实世界的复杂性和应用相结合。该演讲结合了案例研究和在各种HCI挑战中的应用建议。它还支持游戏状态的普遍可及性,承认其跨文化价值、普遍性和天生的人类效用。
{"title":"Play as Interface","authors":"Lindsay D. Grace","doi":"10.1145/3450337.3486934","DOIUrl":"https://doi.org/10.1145/3450337.3486934","url":null,"abstract":"This talk outlines the propensities of play to improve human computer interaction. Drawing from his experience addressing complex problems in journalism, misinformation, education, and more the talk outlines the theories that underpin applying play as interface. The idea is not merely the application of games to increase engagement or retention, but instead the integration of playful characteristics to improve problem solving and understanding of computing systems. Much like applying graphical user interfaces of old, playful interactions offer the opportunity to exploit innate characteristics of human interaction and accessibility with the scale and computation prowess of computing. Using play as interface can offer a next-gen solution to HCI problems. This means combining heuristics from game design but augmenting them with real world complexity and application. The talk combines case studies with suggestions for application in a wide variety of HCI challenges. It also champions the universal accessibility of the state of play, recognizing its cross-cultural value, pervasiveness and innate human utility.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"75 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":"123366280","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}
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。
{"title":"Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer’s Toolkit.","authors":"Brian Curlee, Taylor Newman, Kaustavi Sarkar, Julio César Bahamón","doi":"10.1145/3450337.3483474","DOIUrl":"https://doi.org/10.1145/3450337.3483474","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"43 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":"132932398","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}
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。
{"title":"Support Designer-Teacher Collaboration in Educational Game Design Using Learning Science Principles","authors":"Qian Ma, Erik Harpstead","doi":"10.1145/3450337.3483494","DOIUrl":"https://doi.org/10.1145/3450337.3483494","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"24 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":"134270301","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}
引用次数: 0
Videogame Rewards and Prosocial Behaviour 电子游戏奖励与亲社会行为
Blake Kammermann
1 CONTEXT AND MOTIVATION Prosocial behaviours are actions that can have a positive impact on others. The potential increase in prosocial self-concept from these acts is related to positive wellbeing outcomes [6]. Playing prosocial videogames can increase prosocial behaviour in real life. Research has shown that players who help Non-Player Characters (NPCs) in videogames perceive themselves as having performed prosocial acts [2, 8] and that in-game prosocial behaviour can transfer into real-world prosocial behaviour [2–4, 10]. The mechanisms behind this transfer is less well known, but rewards have been shown to have an impact [4]. Rewards are a common element in modern videogame design and can change the way people reason about their prosocial behaviours. Receiving a reward for prosocial behaviour can reduce moral and value-based reasoning, diminishing the likelihood of follow-up prosocial behaviour [4, 7]. If a reward is perceived as controlling, this can undermine autonomy, and reduce intrinsic motivation [1]. Rewards with authoritarian language or that emphasise extrinsic factors (e.g., “I expected you to perform up to my standards, here is your a reward.") can be perceived as controlling. If a reward is perceived as informational this can support competence and intrinsic motivation [1]. Informational rewards provide ‘effectance relevant’ information (e.g., “Good. You did very well on this game. You were right on almost all the puzzles"). It is possible that informational rewards could positively impact follow-up
亲社会行为是能够对他人产生积极影响的行为。这些行为对亲社会自我概念的潜在增强与积极的幸福感结果有关[6]。玩亲社会的电子游戏可以增加现实生活中的亲社会行为。研究表明,在电子游戏中帮助非玩家角色(npc)的玩家会认为自己执行了亲社会行为[2,8],并且游戏中的亲社会行为可以转化为现实世界中的亲社会行为[2,4,10]。这种转移背后的机制尚不清楚,但奖励已被证明具有影响[4]。奖励是现代电子游戏设计中的常见元素,能够改变人们对亲社会行为的判断方式。对亲社会行为的奖励会降低道德和基于价值的推理,从而降低后续亲社会行为的可能性[4,7]。如果奖励被视为控制,这可能会破坏自主性,并减少内在动机[1]。带有权威语言的奖励或强调外在因素的奖励(例如,“我希望你达到我的标准,这是你的奖励。”)会被认为是控制。如果奖励被视为信息,这可以支持能力和内在动机[1]。信息性奖励提供“与效果相关”的信息(例如,“很好。你在这场比赛中做得很好。你几乎猜中了所有的谜题。”)信息奖励可能会对随访产生积极影响
{"title":"Videogame Rewards and Prosocial Behaviour","authors":"Blake Kammermann","doi":"10.1145/3450337.3483521","DOIUrl":"https://doi.org/10.1145/3450337.3483521","url":null,"abstract":"1 CONTEXT AND MOTIVATION Prosocial behaviours are actions that can have a positive impact on others. The potential increase in prosocial self-concept from these acts is related to positive wellbeing outcomes [6]. Playing prosocial videogames can increase prosocial behaviour in real life. Research has shown that players who help Non-Player Characters (NPCs) in videogames perceive themselves as having performed prosocial acts [2, 8] and that in-game prosocial behaviour can transfer into real-world prosocial behaviour [2–4, 10]. The mechanisms behind this transfer is less well known, but rewards have been shown to have an impact [4]. Rewards are a common element in modern videogame design and can change the way people reason about their prosocial behaviours. Receiving a reward for prosocial behaviour can reduce moral and value-based reasoning, diminishing the likelihood of follow-up prosocial behaviour [4, 7]. If a reward is perceived as controlling, this can undermine autonomy, and reduce intrinsic motivation [1]. Rewards with authoritarian language or that emphasise extrinsic factors (e.g., “I expected you to perform up to my standards, here is your a reward.\") can be perceived as controlling. If a reward is perceived as informational this can support competence and intrinsic motivation [1]. Informational rewards provide ‘effectance relevant’ information (e.g., “Good. You did very well on this game. You were right on almost all the puzzles\"). It is possible that informational rewards could positively impact follow-up","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"196 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":"116472916","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}
引用次数: 0
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)
{"title":"Gamification for Sustainable Employee Behavior: Extended Abstract for the CHI PLAY 2021 Doctoral Consortium","authors":"Jeanine Krath","doi":"10.1145/3450337.3483523","DOIUrl":"https://doi.org/10.1145/3450337.3483523","url":null,"abstract":"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","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"11 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":"123802727","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}
引用次数: 0
Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation 激励自己:设计结合电肌肉刺激的手游
Rakesh Patibanda, Xiang Li, Yuzheng Chen, Aryan Saini, Chris Hill, E. V. D. Hoven, F. Mueller
Motor movements are performed while playing hand-games such as Rock-paper-scissors or Thumb-war. These games are believed to benefit both physical and mental health and are considered cultural assets. Electrical Muscle Stimulation (EMS) is a technology that can actuate muscles, triggering motor movements and hence offers an opportunity for novel play experiences based on these traditional hand-games. However, there is only limited understanding of the design of EMS games. We present the design and evaluation of two games inspired by traditional hand-games, ”Slap-me-if-you-can” and ”3-4-5”, which incorporate EMS and can be played alone, unlike traditional games. A thematic analysis of the data collected revealed three themes: 1) Gameplay experiences and influence of EMS hardware, 2) Interaction with EMS and the calibration process and, 3) Shared control and its effect on playing EMS games. We hope that an enhanced understanding of the potential of EMS to support hand-games can aid the advancement of movement-based games as a whole.
在玩石头剪刀布或拇指战争等手游时,人们会进行运动。这些游戏被认为有益于身心健康,被认为是文化资产。肌肉电刺激(EMS)是一种能够驱动肌肉,触发运动的技术,因此提供了基于这些传统手游的新颖游戏体验的机会。然而,人们对EMS游戏设计的理解有限。我们将介绍两款受传统手游启发的游戏的设计和评价,“如果你能打我一巴掌”和“3-4-5”,这两款游戏结合了EMS,可以单独玩,与传统游戏不同。通过对收集到的数据进行主题分析,我们发现了三个主题:1)游戏体验和EMS硬件的影响;2)与EMS的交互和校准过程;3)共享控制及其对玩EMS游戏的影响。我们希望通过进一步了解EMS支持手游的潜力,可以帮助移动类游戏的整体发展。
{"title":"Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation","authors":"Rakesh Patibanda, Xiang Li, Yuzheng Chen, Aryan Saini, Chris Hill, E. V. D. Hoven, F. Mueller","doi":"10.1145/3450337.3483464","DOIUrl":"https://doi.org/10.1145/3450337.3483464","url":null,"abstract":"Motor movements are performed while playing hand-games such as Rock-paper-scissors or Thumb-war. These games are believed to benefit both physical and mental health and are considered cultural assets. Electrical Muscle Stimulation (EMS) is a technology that can actuate muscles, triggering motor movements and hence offers an opportunity for novel play experiences based on these traditional hand-games. However, there is only limited understanding of the design of EMS games. We present the design and evaluation of two games inspired by traditional hand-games, ”Slap-me-if-you-can” and ”3-4-5”, which incorporate EMS and can be played alone, unlike traditional games. A thematic analysis of the data collected revealed three themes: 1) Gameplay experiences and influence of EMS hardware, 2) Interaction with EMS and the calibration process and, 3) Shared control and its effect on playing EMS games. We hope that an enhanced understanding of the potential of EMS to support hand-games can aid the advancement of movement-based games as a whole.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"69 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":"124023404","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}
引用次数: 10
Investigating the Role of Technology in Supporting Exploration of Gender Identity Through Games and Play 通过游戏和玩耍研究技术在支持性别认同探索中的作用
Leya George
Understanding and reflecting on gender identity is important for many individuals across the spectrum of gender, whether they are trans/gender diverse, questioning and/or cisgender. Games have potential to support and provide safe spaces and tools for such explorations, but their design presents challenges of its own. This research seeks to understand how playful spaces allow for meaningful exploration and positive experiences of gender identity that is supportive of diversity and fluidity across the spectrum of gender, and how this can be enhanced. We aim to examine how games can allow exploration of gender in a more nuanced, inclusive way, so that more individuals can explore their identity across multiple dimensions (physical, cognitive, behavioural, affective and social) and find ways to express this in playful ways. Exploratory, qualitative methods will be used to develop an in-depth understanding of how technology can accomplish this with end users. Through examining prototypes developed by participants, we will interrogate the potential for technology to address these different dimensions of gender, to enhance reflection and exploration of identity away from stereotypical, binary norms.
理解和反思性别认同对跨性别的许多人来说都很重要,无论他们是跨性别/性别多样化、质疑性和/或顺性别。游戏有可能支持并为这种探索提供安全空间和工具,但它们的设计本身也存在挑战。这项研究旨在了解有趣的空间如何允许有意义的探索和性别认同的积极体验,从而支持性别的多样性和流动性,以及如何加强这一点。我们的目标是研究游戏如何以一种更微妙、更包容的方式探索性别,这样更多的个体就可以在多个维度(身体、认知、行为、情感和社会)探索自己的身份,并找到以有趣的方式表达这种身份的方法。探索性的定性方法将用于深入了解技术如何与最终用户实现这一目标。通过研究参与者开发的原型,我们将探讨技术的潜力,以解决性别的这些不同维度,加强对身份的反思和探索,远离刻板印象,二元规范。
{"title":"Investigating the Role of Technology in Supporting Exploration of Gender Identity Through Games and Play","authors":"Leya George","doi":"10.1145/3450337.3483516","DOIUrl":"https://doi.org/10.1145/3450337.3483516","url":null,"abstract":"Understanding and reflecting on gender identity is important for many individuals across the spectrum of gender, whether they are trans/gender diverse, questioning and/or cisgender. Games have potential to support and provide safe spaces and tools for such explorations, but their design presents challenges of its own. This research seeks to understand how playful spaces allow for meaningful exploration and positive experiences of gender identity that is supportive of diversity and fluidity across the spectrum of gender, and how this can be enhanced. We aim to examine how games can allow exploration of gender in a more nuanced, inclusive way, so that more individuals can explore their identity across multiple dimensions (physical, cognitive, behavioural, affective and social) and find ways to express this in playful ways. Exploratory, qualitative methods will be used to develop an in-depth understanding of how technology can accomplish this with end users. Through examining prototypes developed by participants, we will interrogate the potential for technology to address these different dimensions of gender, to enhance reflection and exploration of identity away from stereotypical, binary norms.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"146 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":"121067759","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}
引用次数: 1
Harmonionz, Rescue The Planet: A Voice Visualizing Game that Match Pitch with Color. Harmonionz,拯救地球:一款将音高与颜色相匹配的声音可视化游戏。
Ha-Jung Kim, Eunjin Choi, Byeoli Choi
Voice input has been used interactively in games for a long time. Existing voice games showed the potential of voice input games by utilizing various features of voice such as voice volume detection, pitch and rhythm detection, speech recognition, and conversation. However, most of these conventional voice games showed that the main game characteristics depended only on the voice input. In this context, we propose Harmonionz, a two-player collaborative game that goes beyond the limits of the existing voice input game genre. Our game has a novelty in which the voice plays a functional and story-wise core role, but the fun of the game is not limited to the voice. In our game, players can win the game when they explore a colorful map, avoid enemies, and eventually create a pitch required by the target with their voice. Each player has a different role. One defeats the approaching enemies and the other creates the pitch. The target pitch is mapped to the color to indicate players the color of the notes that they need to make. Players must find the required pitch by looking at the color on the target. The fun part of conventional voice input games was the voice itself only. However, voice input in our game can easily interact with overall game design including shooting and team-work. The worldview of our game, colorizing the pitch in order to interact with the colorful map, interacting with the background music are our attempts to make our game contextually and logically persuasive.
语音输入在游戏中的交互式使用已经有很长时间了。现有的语音游戏利用语音音量检测、音高和节奏检测、语音识别、对话等多种语音功能,展现了语音输入游戏的潜力。然而,大多数传统语音游戏的主要特征只取决于语音输入。在此背景下,我们推荐《Harmonionz》,这是一款超越现有语音输入游戏类型限制的双人协作游戏。我们的游戏具有新颖之处,即声音扮演着功能性和故事的核心角色,但游戏的乐趣并不局限于声音。在我们的游戏中,当玩家探索多彩的地图,避开敌人,并最终用自己的声音创造出目标所需要的音调时,他们便能够赢得游戏。每个玩家都有不同的角色。一个打败逼近的敌人,另一个创造球场。目标音高被映射到颜色,以指示演奏者他们需要制作的音符的颜色。球员必须通过观察目标上的颜色来找到所需的球场。传统语音输入游戏的有趣之处在于声音本身。然而,我们游戏中的语音输入可以轻松地与整体游戏设计互动,包括射击和团队合作。我们的游戏世界观,为了与彩色地图互动而对音调进行着色,与背景音乐互动,这些都是我们试图让游戏具有情境性和逻辑说服力的尝试。
{"title":"Harmonionz, Rescue The Planet: A Voice Visualizing Game that Match Pitch with Color.","authors":"Ha-Jung Kim, Eunjin Choi, Byeoli Choi","doi":"10.1145/3450337.3483510","DOIUrl":"https://doi.org/10.1145/3450337.3483510","url":null,"abstract":"Voice input has been used interactively in games for a long time. Existing voice games showed the potential of voice input games by utilizing various features of voice such as voice volume detection, pitch and rhythm detection, speech recognition, and conversation. However, most of these conventional voice games showed that the main game characteristics depended only on the voice input. In this context, we propose Harmonionz, a two-player collaborative game that goes beyond the limits of the existing voice input game genre. Our game has a novelty in which the voice plays a functional and story-wise core role, but the fun of the game is not limited to the voice. In our game, players can win the game when they explore a colorful map, avoid enemies, and eventually create a pitch required by the target with their voice. Each player has a different role. One defeats the approaching enemies and the other creates the pitch. The target pitch is mapped to the color to indicate players the color of the notes that they need to make. Players must find the required pitch by looking at the color on the target. The fun part of conventional voice input games was the voice itself only. However, voice input in our game can easily interact with overall game design including shooting and team-work. The worldview of our game, colorizing the pitch in order to interact with the colorful map, interacting with the background music are our attempts to make our game contextually and logically persuasive.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"13 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":"121160434","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}
引用次数: 0
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。
{"title":"Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher","authors":"J. Uchidiuno, Jaemarie Solyst, Jonaya Kemper, Erik Harpstead, Ross M. Higashi, Jessica Hammer","doi":"10.1145/3450337.3483479","DOIUrl":"https://doi.org/10.1145/3450337.3483479","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"7 3 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":"116356213","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}
引用次数: 2
期刊
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1