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}
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.
{"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}
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.
{"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}
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.
{"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}
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
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}