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The Trouble with Burnout 倦怠的烦恼
Pub Date : 2024-07-25 DOI: 10.1145/3651281
Raffael Boccamazzo
Burnout sadly remains an evergreen topic in the games industry, with the current historic wave of layoffs adding major stress for almost everyone. In this piece, clinical psychologist and Clinical Director of Take This, Raffael Boccamazzo, clears up some of the misconceptions around burnout, explaining what it is, what creates the conditions for it—and why it is not a matter of personal failure.
令人遗憾的是,职业倦怠仍然是游戏行业的一个常青话题,当前历史性的裁员浪潮几乎给每个人都增加了巨大的压力。在这篇文章中,临床心理学家兼《Take This》杂志临床总监拉斐尔-博卡马佐(Raffael Boccamazzo)澄清了一些关于职业倦怠的误解,解释了什么是职业倦怠、造成职业倦怠的条件是什么,以及为什么职业倦怠不是个人失败的问题。
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引用次数: 0
An Empirical Study of VR Head-Mounted Displays Based on VR Games Reviews 基于 VR 游戏评论的 VR 头戴式显示器实证研究
Pub Date : 2024-07-22 DOI: 10.1145/3665988
Yijun Lu, K. Ota, M. Dong
With the development of virtual reality (VR) technology, various VR devices are flooding the market. VR head-mounted displays (HMDs) sales are overgrowing as the primary medium for experiencing VR games. Therefore, exploring user concerns about HMDs is significant, enabling developers to design better VR devices and VR games. In this work, we conduct an empirical study of 7,413 VR games and 176,428 player reviews collected from three platforms (i.e., Oculus, Steam, and Viveport). First, we investigate the evolutionary trends of HMDs based on VR games. Subsequently, we extract nine topics (e.g., cybersickness, performance, and privacy) related to HMDs from game reviews that users are concerned about, analyze the emotional trends, and explore the voices of players. We find that users complain less about the cybersickness and immersion of HMDs and more about other topics (e.g., performance, tracking, and compatibility). In addition, more users have expressed concerns about privacy in recent years.
随着虚拟现实(VR)技术的发展,各种 VR 设备充斥市场。作为体验 VR 游戏的主要媒介,VR 头戴式显示器(HMD)的销量正在不断增长。因此,探究用户对 HMD 的关注点意义重大,可帮助开发人员设计出更好的 VR 设备和 VR 游戏。在这项工作中,我们对从三个平台(即 Oculus、Steam 和 Viveport)收集到的 7413 款 VR 游戏和 176428 条玩家评论进行了实证研究。首先,我们研究了基于 VR 游戏的 HMD 演进趋势。随后,我们从用户关注的游戏评论中提取了九个与 HMD 相关的话题(如晕机、性能和隐私),分析了其中的情感趋势,并探讨了玩家的心声。我们发现,用户对 HMD 的晕眩感和沉浸感的抱怨较少,而对其他主题(如性能、追踪和兼容性)的抱怨较多。此外,近年来有更多用户表达了对隐私的担忧。
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引用次数: 0
What Are the Points of Concern for Players about VR Games: An Empirical Study based on User Reviews in Different Languages 玩家对 VR 游戏的关注点是什么?基于不同语言用户评论的实证研究
Pub Date : 2024-07-22 DOI: 10.1145/3663739
Jiong Dong, K. Ota, M. Dong
In recent years, the boom of Virtual Reality (VR) technology has signaled fruitful applications in various fields, such as education, industry, animation, entertainment, game, and so forth. The global VR games market is projected to grow to $53.44 billion in 2028 at a CAGR of 31.4% in the 2021-2028 period. Therefore, what players care about most about VR games is a topic worthy of research. In this paper, we conduct an in-depth study of 1362 VR games and 484070 reviews on the Steam platform. Unlike other literature focusing only on monolingual reviews (such as English), we apply the topic clustering model (BERTopic) to comprehensively analyze multilingual user reviews, including English, Simplified Chinese, and French. We find that the three features people praise the most are the music, the gaming experience, and the gameplay. Meanwhile, gamers’ most common complaints are bug issues, insufficient content, and excessive pricing.
近年来,虚拟现实(VR)技术的蓬勃发展预示着其在教育、工业、动漫、娱乐、游戏等各个领域的应用硕果累累。预计到 2028 年,全球 VR 游戏市场规模将达到 534.4 亿美元,2021-2028 年的复合年增长率为 31.4%。因此,玩家最关心的 VR 游戏是一个值得研究的课题。在本文中,我们对 Steam 平台上的 1362 款 VR 游戏和 484070 篇评论进行了深入研究。与其他只关注单语评论(如英语)的文献不同,我们应用主题聚类模型(BERTopic)全面分析了包括英语、简体中文和法语在内的多语种用户评论。我们发现,音乐、游戏体验和游戏性是最受好评的三大特色。同时,玩家最常抱怨的问题是错误问题、内容不足和定价过高。
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引用次数: 0
Playful by Design: Embedding Children's Rights into the Digital World 游戏设计:将儿童权利融入数字世界
Pub Date : 2024-07-17 DOI: 10.1145/3678469
Angela Colvert, Kruakae Pothong, Sonia Livingstone
To explore ‘what good looks like’ for children’s play in a digital world, the Digital Futures Commission consulted children, companies, policymakers, regulators and academics. Responding to public scepticism that play online could match the benefits of traditional free play, our research compared insights from play in non-digital and digital contexts and integrated them within a holistic account of how play possibilities emerge from the intersection of people, products and places, conceived at micro, meso and macro levels. This very complexity helps to transcend reductive judgments about digital play and suggests multiple levers for design innovation, synthesised as ‘Playful by Design’ principles. We operationalised these by co-designing an interactive tool for developers and designers of children’s digital play. Finally, by mapping the principles to the UN Convention on the Rights of the Child, we position play as a use case for the broader agenda of Child Rights by Design.
为了探索数字世界中儿童游戏的 "好样子",数字未来委员会咨询了儿童、公司、政策制定者、监管者和学者。针对公众对在线游戏能否与传统自由游戏的益处相媲美的怀疑,我们的研究比较了非数字和数字环境下的游戏,并从微观、中观和宏观三个层面,对游戏的可能性如何从人、产品和场所的交集中产生进行了全面阐述。这种复杂性有助于超越对数字游戏的还原性判断,并为设计创新提出了多种杠杆,综合为 "设计游戏化 "原则。我们为儿童数字游戏的开发者和设计者共同设计了一个互动工具,从而将这些原则付诸实施。最后,通过将这些原则与联合国《儿童权利公约》进行映射,我们将游戏定位为 "通过设计实现儿童权利 "这一更广泛议程的使用案例。
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引用次数: 0
The Toxic Cost of Cheap Usernames: Re-Applying Friedman and Resnick's Framework in Competitive Video Game Networks 廉价用户名的有毒代价:在竞争激烈的电子游戏网络中重新应用弗里德曼和雷斯尼克的框架
Pub Date : 2024-06-03 DOI: 10.1145/3669936
Sarah Chen
Toxicity in video games, acting in a rude, abusive, bullying, or deliberately losing manner, ruins competitive team-based video game experiences for everyone involved. Companies are experimenting with the detection, regulation, and bans of toxic players. Regulation attempts are foiled by the ease with which players can switch accounts by creating new profiles to evade consequences. This paper applies the framework of Friedman and Resnick (2001), “The Social Cost of Cheap Pseudonyms”, to address the reputational and repetition cost of online pseudonyms in the niche environment of video game toxicity. Four potential solutions are discussed in the context of modern video game regulation: resource-intensive account set-up, paid dues, real-world identification, and a once-in-a-lifetime identification system that creates a permanent, traceable record of toxicity. The paper covers the strengths, weaknesses, feasibility, implementation challenges, and player impact of the potential implementation of these solutions in video game networks.
视频游戏中的 "有毒 "行为,即粗鲁、辱骂、欺凌或故意输掉比赛的行为,会破坏每个人参与的团队竞技视频游戏体验。各公司正在尝试对有毒玩家进行检测、监管和封禁。由于玩家很容易通过创建新的个人资料来切换账户以逃避后果,因此监管尝试受到挫败。本文应用 Friedman 和 Resnick(2001 年)的 "廉价假名的社会成本 "框架,探讨在电子游戏毒性的小众环境中,在线假名的声誉成本和重复成本。在现代电子游戏监管的背景下,讨论了四种潜在的解决方案:资源密集型账户设置、付费会费、真实世界身份识别,以及建立永久、可追溯毒性记录的一生一次身份识别系统。论文涵盖了这些解决方案在电子游戏网络中潜在实施的优势、劣势、可行性、实施挑战和对玩家的影响。
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引用次数: 0
Affective Uplift During Video Game Play: A Naturalistic Case Study 玩电子游戏时的情感提升:自然案例研究
Pub Date : 2024-06-01 DOI: 10.1145/3659464
Matti Vuorre, Nick Ballou, Thomas Hakman, Kristoffer Magnusson, Andrew K. Przybylski
Do video games affect players’ well-being? In this case study, we examined 162,325 intensive longitudinal in-game mood reports from 67,328 play sessions of 8,695 players of the popular game PowerWash Simulator. We compared players’ moods at the beginning of play session with their moods during play, and found that the average player reported 0.034 [0.032, 0.036] visual analog scale (VAS; 0-1) units greater mood during than at the beginning of play sessions. Moreover, we predict that 72.1% [70.8%, 73.5%] of similar players experience this affective uplift during play, and that the bulk of it happens during the first 15 minutes of play. We do not know whether these results indicate causal effects or to what extent they generalize to other games or player populations. Yet, these results based on in-game subjective reports from players of a popular commercially available game suggest good external validity, and as such offer a promising glimpse of the scientific value of transparent industry-academia collaborations in understanding the psychological roles of popular digital entertainment.
电子游戏会影响玩家的身心健康吗?在本案例研究中,我们研究了热门游戏《PowerWash 模拟器》的 8,695 名玩家的 67,328 次游戏过程中的 162,325 份密集纵向游戏情绪报告。我们比较了玩家在游戏开始时的情绪和游戏过程中的情绪,发现玩家在游戏过程中的平均情绪报告比游戏开始时高 0.034 [0.032, 0.036] 个视觉模拟量表(VAS;0-1)单位。此外,我们还预测,72.1% [70.8%, 73.5%] 的类似玩家在游戏过程中会体验到这种情绪提升,而且大部分都发生在游戏的前 15 分钟。我们不知道这些结果是否表明了因果效应,也不知道它们在多大程度上可以推广到其他游戏或玩家群体。然而,这些基于一款流行商业游戏的玩家在游戏中的主观报告得出的结果表明,这些结果具有良好的外部有效性,因此,我们有希望看到透明的产学合作在了解流行数字娱乐的心理作用方面所具有的科学价值。
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引用次数: 0
Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter Games 在 VR 第一人称射击游戏中使用瞬移的性能和导航行为
Pub Date : 2024-05-24 DOI: 10.1145/3661133
Aniruddha Prithul, Hudson Lynam, Eelke Folmer
Teleportation has been adopted as the preferred mode of navigation in many virtual reality (VR) experiences due to its ability to allow users to easily move beyond the limitations of the tracking space while minimizing the risk of inducing VR sickness. Teleportation instantly translates the user’s viewpoint to a user-selected destination and therefore eliminates any optical flow generation that could cause visual-vestibular conflict. Though teleportation is a discrete navigation method unique to the domain of VR, most VR experiences are modeled after 3D experiences found on desktop/console platforms that use continuous locomotion. How the use of teleportation affects the performance and navigation behavior of its users, especially in competitive first-person shooter environments is unknown, yet it could have a significant effect on gameplay design. We conducted a user study (n=21) that compares teleportation versus continuous locomotion using a VR first-person shooter game with other players being simulated using AI agents. We found significant differences in performance, navigation behavior, and how both locomotion methods are perceived by its users. Specifically, using teleportation, players traveled farther, but during combat were found to be more stationary and as a result got hit more frequently. These differences were profound and carry the potential to impact multiplayer games. We discuss possible strategies to balance gameplay.
在许多虚拟现实(VR)体验中,瞬移已成为首选的导航模式,因为它能够让用户轻松地超越追踪空间的限制,同时最大限度地降低诱发 VR 病的风险。瞬移可以将用户的视角即时转换到用户选择的目的地,因此消除了任何可能导致视觉-前庭冲突的光流产生。虽然瞬移是 VR 领域独有的离散导航方法,但大多数 VR 体验都是以桌面/控制台平台上使用连续运动的 3D 体验为蓝本的。瞬移的使用如何影响用户的表现和导航行为,尤其是在第一人称射击游戏的竞技环境中,目前尚不清楚,但它可能对游戏设计产生重大影响。我们进行了一项用户研究(n=21),在使用人工智能代理模拟其他玩家的 VR 第一人称射击游戏中,比较了瞬移和连续移动。我们发现这两种运动方式在性能、导航行为以及用户感知方面存在明显差异。具体来说,使用远程传送时,玩家的移动距离更远,但在战斗中,玩家的静止状态更好,因此被击中的次数也更多。这些差异非常明显,有可能对多人游戏产生影响。我们讨论了平衡游戏的可能策略。
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引用次数: 0
Enhancing Non-player Characters in Unity 3D using GPT-3.5 使用 GPT-3.5 增强 Unity 3D 中的非玩家角色
Pub Date : 2024-05-24 DOI: 10.1145/3662003
John Sissler
This case study presents a comprehensive integration process of OpenAI's GPT-3.5 large language model (LLM) into Unity 3D to enhance non-player characters (NPCs) in video games and interactive applications. The study aims to develop an architecture and open-source software framework that enables NPCs to engage in dynamic real-time interactions with players and other characters. The background and motivation for the study are provided, highlighting the existing limitations of traditional NPC programming and the potential of advanced natural language models such as GPT-3.5 to overcome these limitations. The methodology section outlines the step-by-step process, covering framework design and preparation, core architecture development, humanoid avatar integration and animation, and important feature extensions. The progression of framework design and implementation is described, emphasizing key architectural concepts, design patterns, and essential classes and interfaces. The results of the case study are discussed, focusing on the valuable insights gained and the implications for future advancements. Lessons learned from the integration process are shared, along with suggestions for potential improvements and directions for future research. This case study provides a practical resource for game developers and researchers interested in leveraging advanced natural language processing capabilities to create more immersive and interactive NPC experiences in Unity 3D environments.
本案例研究介绍了将OpenAI的GPT-3.5大型语言模型(LLM)全面集成到Unity 3D的过程,以增强视频游戏和互动应用中的非玩家角色(NPC)。这项研究旨在开发一种架构和开源软件框架,使 NPC 能够与玩家和其他角色进行动态实时互动。本研究提供了研究背景和动机,强调了传统 NPC 编程的现有局限性,以及 GPT-3.5 等高级自然语言模型克服这些局限性的潜力。方法论部分概述了循序渐进的过程,包括框架设计和准备、核心架构开发、人形化身集成和动画,以及重要的功能扩展。介绍了框架设计和实施的进展,强调了关键的架构概念、设计模式以及重要的类和接口。讨论了案例研究的结果,重点是获得的宝贵见解和对未来发展的影响。还分享了从集成过程中吸取的经验教训,以及潜在的改进建议和未来的研究方向。本案例研究为有意利用先进的自然语言处理能力在 Unity 3D 环境中创建更具沉浸感和交互性的 NPC 体验的游戏开发人员和研究人员提供了实用资源。
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引用次数: 0
Treating Symptoms or Treating Causes? Therapeutic Video Games for Mental Health 治标还是治本?治疗心理健康的电子游戏
Pub Date : 2024-05-24 DOI: 10.1145/3664282
Emma Reay
This short viewpoint piece poses the question, ‘what are the ethical implications of designing video games that address the societal causes of mental illness rather than an individual's symptoms?’
这篇观点短文提出的问题是:"设计针对精神疾病的社会原因而非个人症状的电子游戏,会产生哪些伦理影响?
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引用次数: 0
‘Jumping Out from the Pressure of Work and into the Game’: Curating Immersive Digital Game Experiences for Post-Work Recovery 从工作压力中跳出来,进入游戏":为工作后的恢复策划身临其境的数字游戏体验
Pub Date : 2024-04-25 DOI: 10.1145/3659465
Jon Mella, I. Iacovides, Anna Cox
Extant research demonstrates that playing digital games after work can have a psychologically restorative effect. This paper focuses on understanding how players can maximise this effect by strategically leveraging the immersive potential of digital games. For one week, eleven participants played games after work with the aim of developing strategies to support their post-work recovery. A follow-up laddering interview identified various ”immersion optimisation” strategies that fulfilled components of successful recovery, such as mental disengagement from work and relaxation. These strategies predominantly focused on cognitive involvement and challenge, neglecting other dimensions of immersion. Based on these findings, we contribute an initial framework of immersion optimisation strategies which can be used to enhance the recovery potential of digital games. We also suggest exploring potential boundary conditions of the immersion optimisation phenomenon and offer methodological reflections on the use of the laddering methodology in this study.
现有研究表明,下班后玩数字游戏可以起到恢复心理的作用。本文的重点是了解玩家如何通过战略性地利用数字游戏的沉浸式潜能,最大限度地发挥这种效果。在为期一周的时间里,11 名参与者在下班后玩了游戏,目的是制定支持他们下班后恢复的策略。后续的阶梯式访谈确定了各种 "沉浸优化 "策略,这些策略满足了成功恢复的要素,如精神上脱离工作和放松。这些策略主要侧重于认知参与和挑战,而忽略了沉浸的其他方面。基于这些发现,我们提出了沉浸优化策略的初步框架,可用于提高数字游戏的康复潜力。我们还建议探索沉浸优化现象的潜在边界条件,并对本研究中阶梯式方法的使用进行了方法论反思。
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引用次数: 0
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Games: Research and Practice
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