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Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play最新文献

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Interactive Gamification for New Experimental Music: Initial Findings 新实验音乐的互动游戏化:初步发现
Juan Carlos Vasquez Gomez
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引用次数: 0
Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques 重定向屏蔽策略:理解重定向技术的注意转移方法
Kasper de Vries, P. V. D. Putten
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引用次数: 0
A Serious Game to Battle Depression 一款对抗抑郁的严肃游戏
Águeda Gómez Cambronero
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引用次数: 0
Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic 打破魔圈:使用一个有说服力的游戏来建立对护理人员的同情,并在大流行期间增加公民的责任
Ellie Holliday
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引用次数: 0
Play, Children, & Being Digital: Exploring Children's Autotelic Play in Digital Spaces 游戏、儿童与数字化:探索儿童在数字空间中的自动游戏
Fiona M Loudoun
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引用次数: 0
Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response 适应性游戏:作为个体化压力反应的基于游戏的应对行为的检验
Tiernan J. Cahill
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引用次数: 0
CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021 CHI PLAY '21:游戏中的人机交互年度研讨会,虚拟事件,奥地利,2021年10月18-21日
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引用次数: 0
A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality 面向所有人的虚拟空间:探索儿童在社会虚拟现实中的体验
Divine Maloney, Guo Freeman, Andrew C. Robb
Social virtual reality (VR) is increasingly becoming an emerging online social ecosystem where multiple users can interact with one another through VR head-mounted displays in 3Dvirtual spaces. The co-existence of minors and adults in social VR presents unique challenges and opportunities regarding how these two groups interact with each other in these shared virtual social spaces, which is a timely and understudied topic in HCI and CHI PLAY. In this paper, we report our findings of a participatory observation study to explore the interaction dynamics between minors and between minors and adults in social VR. Our findings contribute to a better understanding of young people's engagement with technology and point to future directions for designing safer and more socially satisfying social VR experiences for minors.
社交虚拟现实(VR)正日益成为一个新兴的在线社交生态系统,多个用户可以通过VR头戴式显示器在3d虚拟空间中相互互动。未成年人和成人在社交虚拟现实中的共存,为这两个群体如何在共享的虚拟社会空间中相互互动提供了独特的挑战和机遇,这是HCI和CHI PLAY中一个及时而未被充分研究的话题。在本文中,我们报告了一项参与式观察研究的结果,以探讨未成年人之间以及未成年人与成人在社交虚拟现实中的互动动态。我们的研究结果有助于更好地理解年轻人对技术的参与,并指出未来为未成年人设计更安全、更令人满意的社交VR体验的方向。
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引用次数: 41
Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends 团队竞争游戏中的有害行为:以《英雄联盟》为例
Yubo Kou
Toxic behaviors in online gaming such as flaming and harassment have been gaining attention from the research community, yet little consensus has formed about what constitutes toxic behavior. Game developers usually maintain a classification system of toxic behaviors, which oftentimes fails to reflect the dynamic and developing forms of toxicity. In this paper, we consider toxic behavior as situated action, and seek to establish a taxonomy of toxic behaviors from a player perspective in League of Legends, currently one of the largest Esports games in the world. Our findings include five primary types of toxic behaviors, as well as five contextual factors that could lead to toxic behavior. In doing so, we provide a holistic, detailed account of toxic behavior in a team-based competitive gaming context, highlight the role of player perspective in explaining toxic behavior, and extend existing scholarly discussions on toxicity and moderation.
网络游戏中的有毒行为,如燃烧和骚扰,已经引起了研究界的关注,但关于什么是有毒行为,还没有形成共识。游戏开发者通常会维持一种有毒行为的分类系统,而这种分类系统往往无法反映出有毒行为的动态发展形式。在本文中,我们将有害行为视为情境行动,并试图从《英雄联盟》(目前世界上最大的电子竞技游戏之一)的玩家角度建立有害行为的分类。我们的发现包括五种主要类型的有毒行为,以及五种可能导致有毒行为的背景因素。在此过程中,我们对基于团队的竞技游戏环境中的有毒行为进行了全面、详细的描述,强调了玩家视角在解释有毒行为中的作用,并扩展了现有的关于毒性和适度的学术讨论。
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引用次数: 50
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game 改变和休息一样好吗?比较平台游戏中间隔练习的中断类型
Brandon Piller, Colby Johanson, Cody J. Phillips, C. Gutwin, R. Mandryk
The development of skill in games is of interest to players and designers. Spaced practice in games, i.e., adding breaks to core gameplay, has been shown to improve performance over playing continuously; however, it is unclear if the benefits of spaced practice apply in complex games that combine several skills and elements. Further, many break-like activities are already present in games (e.g., cutscenes, mini-games, leaderboards, loading screens) and we do not know whether engaging with these as breaks reduces the benefits of spaced practice. We built a custom 2D platform game in which players wall-jump, swing, via a grapple hook and double-jump through an obstacle course and used it as the core gameplay activity in two experiments---one to test if spaced practice improves performance in a complex game, and another to determine how spaced practice is affected by the choice of in-game break activity. We show that spaced practice significantly improves skill development in a complex platformer game; that spaced practice is effective across several types of ecologically-valid break activities; and that the use of short breaks does not subvert flow states during play.
玩家和设计师都对游戏中的技能发展感兴趣。游戏中的间隔练习,即在核心游戏玩法中添加休息时间,能够提高玩家的表现;然而,目前尚不清楚间隔练习的好处是否适用于结合多种技能和元素的复杂游戏。此外,许多类似休息的活动已经出现在游戏中(游戏邦注:如过场动画、迷你游戏、排行榜、加载屏幕),我们不知道这些活动是否会减少间隔练习的好处。我们制作了一款定制的2D平台游戏,让玩家在其中跳墙、摆动、通过抓钩和双跳通过障碍,并将其作为两个实验中的核心玩法活动——一个是测试间隔练习是否能提高复杂游戏中的表现,另一个是确定间隔练习如何受到游戏内休息活动选择的影响。我们发现间隔练习能够显著提高复杂平台游戏中的技能发展;这种间隔练习在几种生态有效的休息活动中都是有效的;短暂休息不会破坏游戏中的心流状态。
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引用次数: 7
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Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
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