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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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From Rivers to Stars: Indigenous Self-Determination in Games and XR 从河流到星星:游戏和XR中的土著自决
Elizabeth LaPensée
Along the River of Spacetime opens from within 360° footage of a wigwam. You are welcomed to look to the sky to activate stars to form constellations. In doing so, you are teleported across non-linear seasons as you contribute to the restoration of lands and waters in the present. Meanwhile, in When Rivers Were Trails, you are challenged to make a journey because you've been displaced from your territory in the 1890's, with requests to participate in resistances, confrontations with Indian Agents, and crossing rivers by canoe along the way to finding a new sense of home. Whether interfacing through headsets, keyboards, or touchscreens, the myriad of games and XR discussed in this talk are informed by Indigenous self-determination, meaning they are led by Indigenous voices, which in turn informs the possibilities of interactions.
《时空之河》从一个小木屋的360度镜头内打开。欢迎你仰望天空激活星星形成星座。在这样做的过程中,你们被传送跨越非线性季节,因为你们对现在陆地和水域的恢复做出了贡献。与此同时,在《When Rivers Were Trails》中,你将面临一场旅行的挑战,因为你在19世纪90年代从自己的领土上流离失所,你将被要求参与抵抗,与印第安特工对抗,并在途中乘独木舟过河以寻找新的家的感觉。无论是通过耳机、键盘还是触摸屏进行交互,这次演讲中讨论的无数游戏和XR都是由土著自决决定的,这意味着它们是由土著的声音领导的,这反过来又为互动提供了可能性。
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引用次数: 1
Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills 设计一款游戏帮助高等教育学生培养记笔记的技能
Thaleia Deniozou, Mariza Dima, Chris Cox
Taking effective notes is an important skill in academic and professional settings and one that is cultivated primarily in Higher Education (HE). However, students often find it difficult to effectively record important information in their notes [37], while it has been suggested that they often record less than 50% of the key information of a lecture [15]. Games can be a powerful way to help students learn [30]. Yet, to date, there is scarce empirical research on games specifically designed to help HE students develop note-taking skills where the design has been directly informed by note-taking learning theories. This study applies such theories in the design of the mechanics for an educational game for note-taking, entitled Investigate: Tudors, and evaluates their effectiveness and engaging potential. Results from qualitative evaluations with HE students showed that the game was a successful tool to help them develop note-taking skills. This article discusses the game design approach and the evaluation results, and contributes with effective strategies for designing serious games for note-taking.
在学术和专业环境中,有效地记笔记是一项重要的技能,也是高等教育(HE)主要培养的技能。然而,学生们经常发现很难有效地在笔记中记录重要信息[37],而有研究表明,他们通常记录的关键信息不到讲课的50%[15]。游戏是帮助学生学习的有力方法[30]。然而,到目前为止,还很少有专门设计用于帮助高等教育学生培养记笔记技能的游戏的实证研究,这些游戏的设计直接受到记笔记学习理论的影响。本研究将这些理论应用于一款名为《调查:都铎》的记笔记教育游戏的机制设计中,并评估其有效性和吸引力潜力。对高等教育学生的定性评估结果显示,这款游戏是帮助他们培养记笔记技能的成功工具。本文讨论了笔记游戏的设计方法和评估结果,为严肃笔记游戏的设计提供了有效的策略。
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引用次数: 0
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology 游戏氛围:视听主题衔接对玩家体验和心理生理的影响
Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, L. Nacke
Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisual thematic cohesion (i.e., the harmonic fit of sounds and graphics to a shared theme) of video game elements. We studied players' experience of thematic cohesion in two between-subjects, independent-measures experiments (N=109) across four conditions differing in their level of audiovisual thematic fit. Participants' experiences were assessed with physiological and psychometric measurements to understand the effect of game atmosphere on player experience. Results indicate that a lack of thematic fit between audio and visuals lowers the degree of perceived atmosphere, but that while audiovisual thematic dissonance may lead to higher-intensity negative-valence facial events, it does not impact self-reported player experience or immersion.
游戏氛围和游戏音频是影响电子游戏商业成功的关键因素。然而,在游戏用户研究文献中,游戏氛围既没有可操作性,也没有明确的定义,这给研究带来了困难。我们将游戏氛围定义为电子游戏元素强大的视听主题凝聚力(游戏邦注:即声音和图像与共享主题的和谐契合)所带来的玩家主观体验。我们通过两个独立测量实验(N=109)研究了玩家在四种不同视听主题契合度条件下的主题凝聚力体验。通过生理和心理测量来评估参与者的体验,以了解游戏氛围对玩家体验的影响。结果表明,音频和视觉之间缺乏主题契合度会降低感知氛围的程度,但尽管视听主题不协调可能导致更高强度的负效面部事件,但它不会影响自我报告的玩家体验或沉浸感。
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引用次数: 15
Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance 虚拟现实中的肌肉弯曲:虚拟角色的肌肉外观对物理性能的影响
Martin Kocur, Melanie Kloss, V. Schwind, Christian Wolff, N. Henze
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appearance of avatars can change our perception and behavior. Such behavioral changes based on stereotypical assessments are known as the Proteus effect. Exergames involve physical activities of players, however, it is currently unknown if behavioral changes caused by an avatar's appearance can affect players' performance in physically engaging tasks. Therefore, we conducted a study with 30 participants to determine the effect of avatars' muscularity on physical performance and perception of effort. We found that participants in muscular avatars had a lower perceived exertion during an isometric force task. Furthermore, male participants embodying a muscular avatar had a higher grip strength. Results suggest that embodying avatars associated with power and strength can decrease the perception of effort and enhance physical performance. We discuss how body ownership, user identification, and gender moderate avatars' effects.
虚拟现实(VR)允许用户化身任何可能的化身。之前的研究发现,虚拟形象的出现可以改变我们的感知和行为。这种基于刻板印象的行为改变被称为普罗透斯效应。游戏涉及玩家的身体活动,然而,目前尚不清楚由角色的外观引起的行为变化是否会影响玩家在身体参与任务中的表现。因此,我们对30名参与者进行了一项研究,以确定虚拟角色的肌肉力量对身体表现和努力感知的影响。我们发现,在等长力任务中,肌肉角色的参与者感知到的用力程度较低。此外,男性参与者的肌肉形象有更高的握力。结果表明,与力量和力量相关的化身可以减少对努力的感知,提高身体表现。我们讨论了身体所有权、用户身份和性别如何调节头像的影响。
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引用次数: 46
Gaming the Name: Player Strategies for Adapting to Name Constraints in Online Videogames 游戏名称:在线电子游戏中玩家适应名称限制的策略
Katreen Boustani, A. Tally, Y. Kim, Christena Nippert-Eng
Videogame players must negotiate their preferences and manage their identities within the infrastructural constraints of their respective gaming platforms. We studied the creation of usernames--the names players use to represent themselves in online videogames--to understand what happens when the demands of a game, platform, or service are at odds with gamers? desires. Through a series of open-ended, semi-structured interviews (N=30) conducted with online videogame players, we found that usernames are co-constructed via a process of negotiation in which players adjust their ideal tags using a variety of adaptive strategies, or workarounds, to find suitable options. In response to unique name requirements, character limitations, language filters, and in-game moderation, workarounds such as tweaking preferred usernames, preemptively avoiding certain names, and keeping secondary choices as back-ups allowed players to satisfy some of their name preferences while still facilitating access to their gaming platform of choice.
电子游戏玩家必须在各自游戏平台的基础结构约束下协商自己的偏好并管理自己的身份。我们研究了用户名(玩家在在线电子游戏中用来代表自己的名字)的创建,以了解当游戏、平台或服务的需求与玩家不一致时会发生什么。的欲望。通过对在线视频游戏玩家进行的一系列开放式、半结构化访谈(N=30),我们发现用户名是通过协商过程共同构建的,在这个过程中,玩家使用各种适应性策略或变通方法来调整他们的理想标签,以找到合适的选择。为了应对独特的名称要求,角色限制,语言过滤器和游戏内部调节,变通方法,如调整首选用户名,预先避免某些名称,并保留次要选择作为备份,使玩家能够满足他们的一些名称偏好,同时仍然方便访问他们所选择的游戏平台。
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引用次数: 7
Can Children Emulate a Robotic Non-Player Character's Figural Creativity? 儿童能否模仿非玩家机器人角色的形象创造力?
Safinah Ali, Hae Won Park, C. Breazeal
Can intelligent non-player game characters (NPCs) increase children's creativity during collaborative gameplay? Children's creativity is influenced by collaborative play with creative peers through social emulation. In this paper, we study children's emulation of an AI-enabled social Non-Player Character (NPC) as a new type of game mechanism to elicit creative expression. We developed Magic Draw, a collaborative drawing game designed to foster children's figural creativity that allows us to investigate the efficacy of an NPC's creativity demonstration in enhancing children's creativity in the resulting drawings. The NPC is an emotively expressive social robot that plays Magic Draw with a child as a peer-like playmate. We present the results of a study in which participants co-draw figures with a social robot that demonstrates different levels of figural creativity, to understand whether an NPC's creativity in its own contributions stimulates figural creativity in children. 78 participants (ages 5--10) were randomly assigned to a non-creative robot control condition (C-) and a creative robot condition (C+). Participants who interacted with the creative robot generated significantly more creative drawings, and hence exhibited higher levels of figural creativity. We infer that the social robotic peers' demonstration of figural creativity in a collaborative drawing game is emulated by young children. We discuss a new game design principle grounded in the social learning mechanism of emulation, specifically, that social and intelligent NPCs in games should demonstrate creative behavior to foster the same in human players.
智能的非玩家游戏角色(npc)能否在合作游戏中提高儿童的创造力?儿童的创造力受到与有创造力的同伴通过社会模仿进行合作游戏的影响。在本文中,我们研究了儿童对ai支持的社交非玩家角色(NPC)的模仿,将其作为一种引发创造性表达的新型游戏机制。我们开发了《Magic Draw》,这是一款旨在培养儿童形象创造力的协作绘画游戏,让我们能够研究NPC的创造力演示在提高儿童在最终绘画中的创造力方面的功效。NPC是一个具有情感表现力的社交机器人,它与孩子一起玩《Magic Draw》。我们展示了一项研究的结果,在这项研究中,参与者与社交机器人共同绘制人物,展示了不同水平的人物创造力,以了解NPC在其自身贡献中的创造力是否会激发儿童的人物创造力。78名参与者(年龄5- 10岁)被随机分配到无创造性机器人控制条件(C-)和创造性机器人条件(C+)。与具有创造力的机器人互动的参与者绘制出了更有创造力的图画,因此表现出了更高水平的图形创造力。我们推断,社交机器人同伴在协作绘画游戏中展示的图形创造力被幼儿所模仿。我们讨论了一种基于模拟的社交学习机制的新游戏设计原则,即游戏中的社交和智能npc应该表现出创造性行为,从而培养人类玩家的创造性行为。
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引用次数: 8
Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite 皮肤中的力量:《堡垒之夜》中自我表现、战术玩法和消费的相互作用
Lingyuan Li, Guo Freeman, D. Y. Wohn
This paper endeavors to explain how and why self-presentation can affect in-game purchase behavior in Fortnite. As one of the most popular battle royale games in the world, Fortnite employs a free-to-play business model but enjoys a high revenue by selling skins and cosmetics. Using an online survey (N=247), Study 1 explores how Fortnite players' play patterns and three theoretical dimensions of self-presentation (identifiability, self-presence, and self-disclosure) are correlated to actual spending behavior. Study 2 is an interview study (N=11) that further investigates impacts of self-presentation on players? in-game purchase behaviors. Results indicate that higher identifiability, less self-disclosure, and playing alone were positively associated with the amount of money that players spent. In addition, self-presentation could affect in-game spending behaviors from five main aspects: a high demand for uniqueness, a desire to establish self-presence, a pursuit for aesthetics, indicating status as a gameplay strategy, and a highlight of community identity. Our findings not only provide new empirical evidence of nuanced self-presentation practices in spending behavior in online survival games but also inform future research on designing effective game mechanisms and engaging gaming experiences.
本文试图解释自我表现如何以及为什么会影响《堡垒之夜》的游戏内购买行为。作为世界上最受欢迎的大逃杀游戏之一,《堡垒之夜》采用免费商业模式,但通过出售皮肤和化妆品获得高额收益。通过一项在线调查(N=247),研究1探讨了《堡垒之夜》玩家的游戏模式和自我呈现的三个理论维度(可识别性、自我存在和自我表露)与实际消费行为之间的关系。研究2是一项访谈研究(N=11),进一步调查了自我呈现对玩家的影响。游戏内置购买行为。结果表明,较高的可识别性、较少的自我表露和独自玩游戏与玩家的消费金额呈正相关。此外,自我表现可能会从五个主要方面影响游戏中的消费行为:对独特性的高要求,建立自我存在的愿望,对美学的追求,作为玩法策略的地位表明,以及社区身份的突出。我们的发现不仅为在线生存游戏消费行为中细微的自我表现实践提供了新的经验证据,而且为未来设计有效游戏机制和引人入胜的游戏体验的研究提供了依据。
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引用次数: 7
Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure Therapy 有趣的用户生成治疗:VR暴露治疗的新游戏设计方法
Dmitry Alexandrovsky, Georg Volkmar, Maximilian Spliethöver, Stefan Finke, M. Herrlich, Tanja Döring, Jan David Smeddinck, R. Malaka
Overcoming a range of challenges that traditional therapy faces, VRET yields great potential for the treatment of phobias such as acrophobia, the fear of heights. We investigate this potential and present playful user-generated treatment (PUT), a novel game-based approach for VRET. Based on a requirement analysis consisting of a literature review and semi-structured interviews with professional therapists, we designed and implemented the PUT concept as a two-step VR game design. To validate our approach, we conducted two studies. (1) In a study with 31 non-acrophobic subjects, we investigated the effect of content creation on player experience, motivation and height perception, and (2) in an online survey, we collected feedback from professional therapists. Both studies reveal that the PUT approach is well applicable. In particular, the analysis of the user study shows that the design phase leads to increased interest and enjoyment without notably influencing affective measures during the exposure session. Our work can help guiding researchers and practitioners at the intersection of game design and exposure therapy.
VRET克服了传统疗法面临的一系列挑战,在治疗恐高症等恐惧症方面具有巨大潜力。我们研究了这种可能性,并提出了有趣的用户生成治疗(PUT),这是一种基于游戏的VRET新方法。基于需求分析,包括文献回顾和与专业治疗师的半结构化访谈,我们设计并实施了PUT概念,将其作为两步VR游戏设计。为了验证我们的方法,我们进行了两项研究。(1)我们对31名无恐高症的受试者进行了研究,调查了内容创作对玩家体验、动机和身高感知的影响。(2)通过在线调查,我们收集了专业治疗师的反馈。两项研究都表明PUT方法是非常适用的。特别是,对用户研究的分析表明,设计阶段导致兴趣和享受的增加,而不会显著影响暴露期间的情感测量。我们的工作可以帮助指导研究人员和实践者在游戏设计和暴露疗法的交叉点。
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引用次数: 7
A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress 核磁共振扫描仪内的宇宙:一个为儿童减少焦虑和压力的虚拟现实游戏
Stefan Liszio, Oliver Basu, M. Masuch
The feeling of lying in the restricted bore of an MRI scanner, surrounded by loud noises and not allowed to move, is a psychological burden for patients. Children especially have problems to lie still during the examination and sometimes exhibit intense fear reactions. Therefore, children are frequently sedated before the examination. We introduce the concept and implementation of a virtual reality (VR) game as a medication-free alternative for children, aiming to reduce anxiety, stress, and boredom during MRI examinations. Playing or just watching an animated space story in VR provides distraction and relaxation to the patients. We pursued a child-centered, participatory design process and derived design requirements from the results of two workshops with children in a hospital school (N = 15) and a primary school (N = 14), as well as a focus group test with a prototype. We propose VR games as a solution to enhance the well-being of children during medical interventions and show a way to approach a user-centered and targeted game design.
躺在核磁共振扫描仪受限的孔里,周围是巨大的噪音,不允许移动,这种感觉对病人来说是一种心理负担。孩子们在考试时尤其难以保持静止,有时还会表现出强烈的恐惧反应。因此,孩子们经常在考试前服用镇静剂。我们介绍了虚拟现实(VR)游戏的概念和实现,作为儿童的无药物替代方案,旨在减少MRI检查期间的焦虑,压力和无聊。在VR中播放或观看动画空间故事可以让患者分心和放松。我们追求以儿童为中心的参与式设计过程,并从医院学校(N = 15)和小学(N = 14)的两次儿童研讨会的结果中得出设计要求,以及带有原型的焦点小组测试。我们提出VR游戏作为一种解决方案,以提高儿童在医疗干预期间的福祉,并展示了一种以用户为中心和有针对性的游戏设计方法。
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引用次数: 11
I Don't Care as Long as It's Good: Player Preferences for Real-Time and Turn-Based Combat Systems in Computer RPGs 我不在乎,只要它是好的:玩家对计算机rpg中实时和回合制战斗系统的偏好
Ville Mäkelä, A. Schmidt
Combat systems are a fundamental part of computer role-playing games (RPGs). Popular media articles and online discussions suggest that players have very strong opinions on combat styles, in particular, whether they like RPGs with real-time or turn-based combat systems. However, there is little scientific research into this question. With our research we aim to systematically explore combat style preferences and determine the underlying reasons for preferring certain types over others. To this end, we analyzed a set of online discussions (546 posts) with regard to three broad combat system categories: Real-Time (RT), Turn-Based (TB), and Real-Time with Pause (RTwP). Our results suggest that while most players indeed do have a preference for one combat style, most players are still largely or completely open to other styles of combat. We furthermore identify common positive and negative traits of different combat styles and discuss implications for combat design.
战斗系统是电脑角色扮演游戏(rpg)的基本组成部分。流行媒体文章和在线讨论表明,玩家对战斗风格有着非常强烈的看法,特别是他们是否喜欢带有实时或回合制战斗系统的rpg。然而,关于这个问题的科学研究很少。在我们的研究中,我们的目标是系统地探索战斗风格偏好,并确定偏好某些类型的潜在原因。为此,我们分析了一系列关于三种战斗系统类别的在线讨论(546个帖子):实时(RT),回合制(TB)和实时暂停(RTwP)。我们的研究结果表明,虽然大多数玩家确实偏爱一种战斗风格,但大多数玩家仍然对其他战斗风格持开放态度。我们进一步确定了不同战斗风格的共同积极和消极特征,并讨论了对战斗设计的影响。
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引用次数: 2
期刊
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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