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.
{"title":"Not Very Effective: Validity Issues of the Effectance in Games Scale","authors":"Nick Ballou, H. Breitsohl, Dominic Kao, K. Gerling, Sebastian Deterding","doi":"10.1145/3450337.3483492","DOIUrl":"https://doi.org/10.1145/3450337.3483492","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"10 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":"129329854","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}
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}
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}
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.
{"title":"Wander: A breath-control Audio Game to Support Sound Sleep","authors":"Jinghe Cai, Bohan Chen, Chen Wang, Jia Jia","doi":"10.1145/3450337.3483461","DOIUrl":"https://doi.org/10.1145/3450337.3483461","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"68 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":"130329918","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In 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/.
{"title":"Measuring Players’ Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ","authors":"Dominik Kayser, S. Perrig, Florian Brühlmann","doi":"10.1145/3450337.3483499","DOIUrl":"https://doi.org/10.1145/3450337.3483499","url":null,"abstract":"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/.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129204899","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}
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.
{"title":"Jessy: A Conversational Assistant for Tutoring Digital Board Games","authors":"Mahdieh Allameh, Loutfouz Zaman","doi":"10.1145/3450337.3483496","DOIUrl":"https://doi.org/10.1145/3450337.3483496","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"111 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":"117185611","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}
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.
{"title":"Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2","authors":"Arjun Madhusudan, B. Watson","doi":"10.1145/3450337.3483484","DOIUrl":"https://doi.org/10.1145/3450337.3483484","url":null,"abstract":"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.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"76 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":"128232218","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}