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Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research. 阐述叙述和自我决定理论在电子游戏设计研究中的作用。
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-12-04 DOI: 10.1093/iwc/iwae058
Amy Shirong Lu, Arlen C Moller

Narratives, defined as stories involving two or more events arranged in a chronological or causal sequence, are fundamental and ubiquitous characteristics of human communication and serve as an integral feature of many video games. Moreover, narratives can be understood in nuanced ways through the lens of Self-Determination Theory (SDT). Yet, the intersection of SDT and video game narratives has been surprisingly underexplored. This article reviews research on narrative media and examines how narratives can be integrated into games from the perspective of SDT and potential boundary conditions. We then explore how concepts from narrative theories and SDT can be integrated. The goal of this integration is to help guide future game design and identify new questions for future research related to: (1) the integration of parable narratives in video games, specifically parable narratives featuring characters' personal transformation and growth and (2) predicting which video games people choose and prefer. We argue that scholars working with narrative theories and SDT can collaborate to advance video game research.

叙述,即按照时间顺序或因果顺序排列的涉及两个或多个事件的故事,是人类交流的基本和普遍特征,也是许多电子游戏的整体特征。此外,叙事可以通过自我决定理论(SDT)以微妙的方式被理解。然而,SDT和电子游戏叙事的交集却一直未被充分探索。本文回顾了叙事媒体的研究,并从SDT和潜在边界条件的角度探讨了如何将叙事整合到游戏中。然后,我们将探讨如何将叙事理论和SDT的概念结合起来。这种整合的目标是帮助指导未来的游戏设计,并为未来的相关研究确定新问题:(1)在电子游戏中整合寓言叙事,特别是以角色个人转变和成长为特征的寓言叙事;(2)预测人们选择和喜欢哪种电子游戏。我们认为,研究叙事理论和SDT的学者可以合作推进电子游戏研究。
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引用次数: 0
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies 为持续动力而设计:行为改变技术中的自我决定理论综述
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-18 DOI: 10.1093/iwc/iwae040
Lize Alberts, Ulrik Lyngs, Kai Lukoff
Recent years have seen a surge in applications and technologies aimed at motivating users to achieve personal goals and improve their wellbeing. However, these often fail to promote long-term behaviour change, and sometimes even backfire. We consider how self-determination theory (SDT), a metatheory of human motivation and wellbeing, can help explain why such technologies fail, and how they may better help users internalize the motivation behind their goals and make enduring changes in their behaviour. In this work, we systematically reviewed 15 papers in the ACM Digital Library that apply SDT to the design of behaviour change technologies (BCTs). We identified 50 suggestions for design features in BCTs, grounded in SDT, that researchers have applied to enhance user motivation. However, we find that SDT is often leveraged to optimize engagement with the technology itself rather than with the targeted behaviour change per se. When interpreted through the lens of SDT, the implication is that BCTs may fail to cultivate sustained changes in behaviour, as users’ motivation depends on their enjoyment of the intervention, which may wane over time. An underexplored opportunity remains for designers to leverage SDT to support users to internalize the ultimate goals and value of certain behaviour changes, enhancing their motivation to sustain these changes in the long term.
近年来,旨在激励用户实现个人目标和改善健康状况的应用程序和技术激增。然而,这些应用和技术往往无法促进长期的行为改变,有时甚至适得其反。我们考虑了自我决定理论(SDT)这一人类动机和福祉的元理论如何帮助解释此类技术失败的原因,以及如何更好地帮助用户内化其目标背后的动机,并使其行为发生持久的改变。在这项工作中,我们系统回顾了 ACM 数字图书馆中将 SDT 应用于行为改变技术 (BCT) 设计的 15 篇论文。我们在 SDT 的基础上为 BCT 的设计特点确定了 50 项建议,研究人员已将这些建议用于提高用户动机。然而,我们发现 SDT 通常被用来优化技术本身的参与度,而不是目标行为改变本身。如果从 SDT 的角度来解释,其含义是,BCT 可能无法培养持续的行为改变,因为用户的动机取决于他们对干预措施的喜爱程度,而这种喜爱程度可能会随着时间的推移而减弱。对于设计者来说,利用 SDT 来支持用户内化某些行为改变的最终目标和价值,从而增强他们长期保持这些改变的动力,仍然是一个尚未充分开发的机会。
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引用次数: 0
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy 数据公民参与的阶梯:在数据经济中设计民主数字服务的社会技术视角
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-09 DOI: 10.1093/iwc/iwae038
Viktoria Horn, Claude Draude
In the data economy digital services of democratic value such as news platforms are embedded into unjust power imbalances and the intertwining of economic and civic objectives. The authors argue, to design proficient democratic digital services, power structures of the data economy and empowerment stages of data citizenship need to be made visible initially. To do so, a combination of Arnstein’s ‘Ladder of Citizen Participation’ and Rocha’s ‘Ladder of Empowerment’ is translated into the field of the data economy. A small interview study with niche actors from the field of online journalism is conducted to identify phenomena of their embedding into the sociotechnical landscape of the data economy. As a result, the Ladder of Data Citizen Participation is presented. Eventually, this article closes with implications for the sociotechnical design of democratic digital services and suggestions for future research.
在数据经济中,新闻平台等具有民主价值的数字服务被嵌入到不公正的权力失衡以及经济与公民目标的交织中。作者认为,要设计出完善的民主数字服务,首先需要让数据经济的权力结构和数据公民的赋权阶段清晰可见。为此,作者将阿恩斯坦的 "公民参与阶梯 "和罗卡的 "赋权阶梯 "结合到数据经济领域。我们对网络新闻领域的小众参与者进行了小型访谈研究,以确定他们融入数据经济社会技术景观的现象。因此,本文提出了 "数据公民参与阶梯"(Ladder of Data Citizen Participation)。最后,本文总结了民主数字服务社会技术设计的意义以及对未来研究的建议。
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引用次数: 0
User Engagement in an Online Digital Health Intervention to Promote Problem Solving. 用户参与在线数字健康干预促进问题解决。
IF 1 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-01 Epub Date: 2024-07-22 DOI: 10.1093/iwc/iwae030
Heather L O'Brien, Annie T Chen, Jasmine Kaneshiro, Oleg Zaslavsky

Digital health interventions (DHIs) can facilitate positive health outcomes. User engagement (UE) plays an important role in DHI efficacy. Yet, DHIs vary in functionality, design and intended outcomes, underscoring the importance of incremental, user-centred design to understand engagement in specific settings. This study explores the relationship between user engagement and DHI implementation in three design iterations, or rounds, of a unique, multi-week asynchronous intervention that leverages online discussion and problem-solving therapy (PST). The intervention seeks to engage older adults to improve problem solving skills relating to the intervention focus, health aging (two rounds) and Lewy Body Dementias (LBD) caregiving (one round). The PST component drew upon personas, a common user-centered design method, in a novel way. Exit interviews were conducted at the end of each round to understand participants' experiences. Using thematic analysis, we identified factors that contributed to social engagement ('engaging with others') and learning engagement ('engaging with content') with the DHI. The findings demonstrate how iterative changes in the design and delivery of a DHI can contribute to user engagement, increasing the likelihood of knowledge acquisition and developing problem-solving skills as part of health self-management.

数字卫生干预措施(DHIs)可促进积极的健康结果。用户参与(UE)在DHI有效性中起着重要作用。然而,ddi在功能、设计和预期结果上各不相同,这强调了增量式、以用户为中心的设计对于理解特定环境下用户粘性的重要性。本研究探讨了用户参与和DHI实施之间的关系,在三个设计迭代中,或回合,一个独特的,多周的异步干预,利用在线讨论和解决问题的治疗(PST)。干预旨在让老年人参与改善与干预重点、健康老龄化(两轮)和路易体痴呆(LBD)护理(一轮)相关的问题解决技能。PST组件以一种新颖的方式利用了以用户为中心的常见设计方法——人物角色。在每一轮结束时进行退出访谈,以了解参与者的经历。通过主题分析,我们确定了影响DHI社会参与(“与他人互动”)和学习参与(“与内容互动”)的因素。研究结果表明,在设计和提供健康健康指数方面的反复变化如何有助于用户参与,增加获取知识的可能性,并培养解决问题的技能,作为健康自我管理的一部分。
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引用次数: 0
IIVRS: an Intelligent Image and Video Rating System to Provide Scenario-Based Content for Different Users IIVRS:为不同用户提供基于场景内容的智能图像和视频分级系统
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1093/iwc/iwae034
Rui Kang, Pei-Luen Patrick Rau
Voice Intelligent Assistants provide users with new ways of human-computer interaction. With built-in screens, Voice Intelligent Assistants can display images and videos upon users’ requests. Even though images and videos present information in a lively manner, they might also contain overwhelming harmful contents. Due to the lack of effective evaluation mechanisms, it is difficult to prevent the propagation of harmful contents while ensuring the dissemination of compliant visual contents. This research defined a standardized set of classification criteria to identify and classify harmful visual contents. Then, Intelligent Image and Video Rating System, a prototype rating system that implemented the classification criteria was designed and developed. This research further evaluated and verified the reliability and efficiency of the prototype. The prototype system demonstrated additional advantages in swiftly classifying new hazardous contents, and in differentiating the multiple meanings of the same object in different contexts.
语音智能助理为用户提供了新的人机交互方式。语音智能助手内置屏幕,可以根据用户的要求显示图像和视频。尽管图片和视频以生动活泼的方式呈现信息,但也可能包含令人防不胜防的有害内容。由于缺乏有效的评估机制,很难在确保传播合规视觉内容的同时防止有害内容的传播。本研究定义了一套标准化的分类标准,用于识别和分类有害视觉内容。然后,设计并开发了智能图像和视频分级系统,这是一个实施分类标准的分级系统原型。这项研究进一步评估和验证了原型系统的可靠性和效率。原型系统在快速对新的有害内容进行分类,以及区分同一对象在不同语境中的多重含义方面表现出了更多优势。
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引用次数: 0
Learning in Pyjamas: What Their Use of Webcams Reveals about Students’ Self-Presentation in Online Learning Activities 穿着睡衣学习:学生使用网络摄像头揭示了他们在在线学习活动中的自我展示方式
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-22 DOI: 10.1093/iwc/iwae033
Chiara Succi, Tekila Harley Nobile, Lorenzo Cantoni, Stefano Tardini
The paper aims to describe how higher education students manage their webcams in a synchronous digital learning setting. A survey investigated students' self-presentation and the main factors impacting their decision to turn the camera on or not. The results indicate that only 6% of students always keep their camera on, affected by an inappropriate setting, only 19% have a dedicated space, and by personal appearance, 75% wear pyjamas or a gym suit. Students do not manage their impression either because they are not aware of the implications, or they are not technically equipped, or because they do not consider it relevant in online learning activities. Findings' implications provide relevant recommendations for higher education institutions to better prepare students to study effectively in a digital learning environment.
本文旨在描述高校学生如何在同步数字学习环境中管理他们的网络摄像头。通过调查了解了学生的自我展示情况以及影响他们决定是否打开摄像头的主要因素。结果表明,只有 6% 的学生始终保持摄像头开启状态,受不合适的环境影响,只有 19% 的学生有专门的空间;受个人外表影响,75% 的学生穿着睡衣或运动服。学生没有管理好自己的印象,要么是因为他们没有意识到其影响,要么是因为他们没有技术装备,要么是因为他们认为这与在线学习活动无关。研究结果的影响为高等教育机构提供了相关建议,以更好地帮助学生在数字化学习环境中有效学习。
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引用次数: 0
Set Players to Stun: Inducing Basic Psychological Need Frustration in a Casual Video Game 让玩家目瞪口呆:在休闲电子游戏中诱发基本心理需求的挫败感
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1093/iwc/iwae015
Cody Phillips, Parker Neufeld, Madison Klarkowski
This study investigates the concept of psychological need frustration within the context of video games. We explore the potential of discrete in-game events, specifically the usage of widely popular ‘stun’ mechanics, to induce feelings of need frustration in players. We designed, developed and experimentally tested a bespoke video game with four conditions: No Stuns, Avoidable Stuns, Unavoidable Stuns and Layered Stuns (a combination of avoidable and unavoidable stuns). Our findings show that Unavoidable Stuns lead to statistically significantly greater autonomy need frustration. This finding has important implications for games research, as psychological need frustration is linked to negative effects on player engagement and wellbeing. Our results also highlight that a variety of stun mechanics can undermine psychological need satisfaction. Taken together, this work makes a meaningful contribution to HCI and games literature, showcasing that game mechanics can be designed in a way that undermines psychological needs.
本研究探讨了电子游戏中的心理需求挫折概念。我们探讨了游戏中离散事件,特别是广受欢迎的 "眩晕 "机制的使用,诱发玩家需求挫败感的可能性。我们设计、开发并实验测试了一款定制视频游戏,该游戏有四个条件:无眩晕、可避免眩晕、不可避免眩晕和分层眩晕(可避免眩晕和不可避免眩晕的组合)。我们的研究结果表明,从统计学角度看,不可避免的眩晕会导致更大的自主需求挫败感。这一发现对游戏研究具有重要意义,因为心理需求挫折与玩家参与度和幸福感的负面影响有关。我们的研究结果还突出表明,各种眩晕机制都会损害心理需求的满足。综上所述,这项研究对人机交互和游戏文献做出了有意义的贡献,它展示了游戏机制的设计方式可能会损害玩家的心理需求。
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引用次数: 0
Flow State Requires Effortful Attentional Control but Is Experienced Effortlessly by Video Game Players 流状态需要费力的注意力控制,但电子游戏玩家却能毫不费力地体验到这种状态
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1093/iwc/iwae026
Morgane Pujol, Loïc Caroux, Céline Lemercier
Flow is a mental state of intense concentration that occurs when a person is completely absorbed in a task. The amount of mental effort required by this mental state is currently subject to debate. The present experimental study explored the link between flow and both objective and subjective measures of mental effort. Subjective measures of flow and mental effort, and objective measures of mental effort (pupil diameter and heart rate variability), were collected during a puzzle video game played at one of three levels of difficulty: too easy, optimal and too difficult. Participants in the optimal condition reported more flow than those in both the too-easy condition (which generated less mental effort and less subjective mental effort) and too-difficult condition (which generated an equal amount of mental effort and more subjective mental effort). Flow is a state that may require mental effort, even if it feels effortless for video game players.
流是一种精神高度集中的状态,当一个人完全专注于一项任务时,就会出现这种状态。关于这种心理状态所需的脑力劳动量,目前还存在争议。本实验研究探讨了 "流 "与客观和主观心理努力测量之间的联系。在以三种难度(太容易、最佳和太难)之一进行的益智视频游戏中,收集了对 "流 "和脑力劳动的主观测量值,以及对脑力劳动的客观测量值(瞳孔直径和心率变异性)。与太容易条件(产生的脑力劳动和主观脑力劳动较少)和太困难条件(产生的脑力劳动和主观脑力劳动相当)下的参与者相比,最佳条件下的参与者报告的流畅度更高。流畅是一种可能需要脑力劳动的状态,即使电子游戏玩家感觉毫不费力。
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引用次数: 0
What I Don’t Like about You?: A Systematic Review of Impeding Aspects for the Usage of Conversational Agents 我不喜欢你什么?对话代理使用障碍的系统回顾
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-31 DOI: 10.1093/iwc/iwae018
Darius Hennekeuser, Daryoush Vaziri, David Golchinfar, Gunnar Stevens
The application and use cases for conversational agents (CAs) are versatile. Smart speakers such as Alexa and Google Home are used in smart home environments, digital agents are integrated into car systems and chatbots are increasingly used in customer service processes. However, human–computer interaction researchers identify and investigate a wide-ranging variety of aspects impeding the usage of CAs by end-users. In general, impediments differ depending on use case contexts, user group characteristics and the CA’s technological infrastructure. Hence, it is difficult and often ambiguous for designers and developers to generate an appropriate awareness about aspects impeding CA usage. We address this problem, by conducting a systematic review of 65 publications surveying impeding aspects of the usage of CAs.
会话代理(CA)的应用和用例多种多样。Alexa 和 Google Home 等智能扬声器被用于智能家居环境,数字代理被集成到汽车系统中,聊天机器人也越来越多地用于客户服务流程。然而,人机交互研究人员发现并调查了阻碍终端用户使用 CA 的各种因素。一般来说,阻碍因素因使用情况、用户群特征和 CA 的技术基础设施而异。因此,对于设计者和开发者来说,要适当认识到阻碍 CA 使用的各个方面是很困难的,而且往往是模棱两可的。为了解决这一问题,我们对 65 篇调查 CA 使用障碍方面的出版物进行了系统回顾。
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引用次数: 0
Exploring the Landscape of UX Subjective Evaluation Tools and UX Dimensions: A Systematic Literature Review (2010–2021) 探索用户体验主观评价工具和用户体验维度的前景:系统性文献综述(2010-2021 年)
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-30 DOI: 10.1093/iwc/iwae017
Ehsan Mortazavi, Philippe Doyon-Poulin, Daniel Imbeau, Mitra Taraghi, Jean-Marc Robert
The quality of the User Experience (UX) with systems, products and services is now considered an indispensable part of success in the market. Users' expectations have increased in such a way that mere usability is no longer sufficient. While numerous UX subjective evaluation tools exist, there is little guidance on how to select or use these tools. Therefore, there is a need to provide a critical state of the art on the topic of subjective evaluation tools and the UX dimensions covered. In this study, we conducted a systematic literature review on UX subjective evaluation tools and the UX dimensions covering the period of 2010–2021 with an initial sample of 3831 publications, 325 of which were selected for the final analysis, to provide researchers and practitioners with the recent changes in the field of UX. Results showed that 104 different tools are available for UX evaluation, they can be classified as general or domain-specific, applicable for a wide variety of products and in total covering more than 300 UX dimensions. Our categorization of UX dimensions under 13 main dimensions (e.g. usability, utility, hedonic, emotion, sensory, etc.) showed that the informational, social, cognitive and physical dimensions appeared to be less frequently present in current tools. We argue that these four dimensions deserve more space in UX tools. Having a high number of UX evaluation tools can be confusing for evaluators, and they need some guidance for selecting and combining tools. Modularity is the emerging trend in the development of UX evaluation questionnaires (e.g. meCUE, UEQ+), bringing the benefits of being thorough, flexible, easy to use, low-cost and rapid, while avoiding overlapping of dimensions and providing comparability through the use of a similar format and rating scale. Finally, the need for having a comprehensive evaluation tool requires updating the set of included dimensions to accommodate for new generations of products and technologies.
现在,系统、产品和服务的用户体验(UX)质量已被视为市场成功不可或缺的一部分。用户的期望值越来越高,单纯的可用性已不再足够。虽然用户体验主观评估工具层出不穷,但如何选择或使用这些工具却鲜有指导。因此,有必要对用户体验主观评价工具及其所涵盖的用户体验维度的现状进行深入研究。在本研究中,我们对用户体验主观评价工具和用户体验维度进行了系统的文献综述,时间跨度为 2010 年至 2021 年,初步样本为 3831 篇出版物,最终分析选取了其中的 325 篇,以便为研究人员和从业人员提供用户体验领域的最新变化。结果显示,有 104 种不同的工具可用于用户体验评估,这些工具可分为通用工具和特定领域工具,适用于各种产品,总共涵盖 300 多个用户体验维度。我们将用户体验维度分为 13 个主要维度(如可用性、实用性、享乐性、情感、感官等),结果显示,信息、社会、认知和物理维度在当前工具中出现的频率较低。我们认为,这四个维度应该在用户体验工具中占据更大的空间。大量用户体验评估工具会让评估者感到困惑,他们需要一些指导来选择和组合工具。模块化是用户体验评估问卷(如 meCUE、UEQ+)发展的新趋势,它具有全面、灵活、易用、低成本和快速等优点,同时避免了维度的重叠,并通过使用类似的格式和评分量表提供了可比性。最后,由于需要有一个全面的评估工具,因此需要更新所包含的维度集,以适应新 一代产品和技术的需要。
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引用次数: 0
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Interacting with Computers
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