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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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Toward Live Streamed Improvisational Game Experiences 走向现场直播的即兴游戏体验
Chance Lytle, Parker Ramsey, Joey Yeo, Trace Dressen, Dong Hyun Kang, B. Harger, Jessica Hammer
In this project, we explore the intersection of improvisational theater and Twitch live streaming. Improv offers social affordances to live streams, while streaming offers improv performers a way to both broaden their reach to non-copresent audiences and create new types of participatory improv games. Based on insights from both domains, we present StAGE, a live streaming system that both communicates performative information otherwise lost when streaming live theater and accommodates participatory roles for performers, hosts, and audiences. Using our system, we created and playtested four improv game prototypes exploring a range of interactions. We show that StAGE affords novel interactions both as a streaming experience and as improvisational theater. We propose that the social transfer of roles and information, particularly by hosts, is a critical aspect of the design. We conclude by discussing newly discovered challenges and potential for the future of the intersection of these domains.
在这个项目中,我们探索了即兴戏剧和Twitch直播的交集。Improv为直播提供了社交平台,而流媒体为即兴表演者提供了一种途径,既可以扩大他们对非现场观众的影响,又可以创造出新型的参与式即兴游戏。基于这两个领域的见解,我们提出了StAGE,这是一个直播系统,既可以传达表演信息,又可以容纳表演者、主持人和观众的参与性角色,否则会在直播戏剧时丢失。使用我们的系统,我们创造并测试了四个即兴游戏原型,探索了一系列互动。我们表明,舞台提供了新颖的互动,既作为流媒体体验,也作为即兴剧场。我们认为,角色和信息的社会转移,特别是主人的角色和信息的社会转移,是设计的一个关键方面。最后,我们讨论了这些领域交叉的新发现的挑战和未来的潜力。
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引用次数: 5
Intuitive Interaction with Motion Controls in a Tennis Video Game 直观的互动与运动控制在网球视频游戏
Michael McEwan, A. Blackler, Peta Wyeth, Daniel M. Johnson
This paper broadens understanding of intuitive use in games by testing the influence of three naturally mapped motion control interfaces in the context of a tennis video game. It also extends exploratory work on natural mapping and intuitive interaction in video games by refining instruments to measure game technology familiarity. Repeated-measures experiment data (N = 120) is analysed via mixed ANOVAs with four distinct player characteristic variables. As with broader intuitive interaction research, results show that more familiar players performed more effectively; however, where differences exist, they point towards increased intuitive use gains with more naturally mapped control interfaces. Subjective measures suggest that control interfaces were perceived as more intuitive when they had higher levels of natural mapping, yet also point to the influencing roles of familiarity and the dimensions of the control types in shaping these perceptions.
本文通过测试三种自然映射的运动控制界面在网球电子游戏中的影响,拓宽了对游戏中直觉使用的理解。它还通过改进测量游戏技术熟悉度的工具,扩展了电子游戏中自然映射和直觉交互的探索性工作。重复测量实验数据(N = 120)通过混合方差分析与四个不同的球员特征变量。与更广泛的直觉交互研究一样,结果表明,更熟悉的玩家表现得更有效;然而,在存在差异的地方,它们指向通过更自然映射的控制接口增加直观的使用收益。主观测量表明,当控制界面具有更高水平的自然映射时,它们被认为更直观,但也指出熟悉度和控制类型的维度在形成这些感知方面的影响作用。
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引用次数: 3
HexArcade
Maximilian Altmeyer, G. F. Tondello, A. Krüger, L. Nacke
Personalization is essential for gameful systems. Past research showed that the Hexad user types model is particularly suitable for personalizing user experiences. The validated Hexad user types questionnaire is an effective tool for scientific purposes. However, it is less suitable in practice for personalizing gameful applications, because filling out a questionnaire potentially affects a person's gameful experience and immersion within an interactive system negatively. Furthermore, studies investigating correlations between Hexad user types and preferences for gamification elements were survey-based (i.e.,not based on user behaviour). In this paper, we improve upon both these aspects. In a user study (N=147), we show that gameful applications can be used to predict Hexad user types and that the interaction behaviour with gamification elements corresponds to a users' Hexad type. Ultimately, participants perceived our gameful applications as more enjoyable and immersive than filling out the Hexad questionnaire.
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引用次数: 2
DigiGlo
Julia Chatain, Danielle M. Sisserman, Lea Reichardt, Violaine Fayolle, Manu Kapur, R. Sumner, Fabio Zünd, Amit H. Bermano
The shape and function of the human hand are intimately linked to our interaction with the physical world and sets us apart from our evolutionary ancestors. In the digital age, our hands still represent our main form of interaction. We use our hands to operate keyboards, mice, trackpads, and game controllers. This modality, however, separates content display and interaction. In this paper, we present Digital Gloves (DigiGlo), a system designed to evaluate the benefits of a unified hand display and interaction system. We explore this symbiosis in the context of gaming where users control games using hand gestures while the content is displayed on their bare hand. Building on established learning principles, we explore different hand gestures and other specially tailored interactions, through three carefully designed activities and two user studies. From these we show that this is an idea that has the potential to bring more intuitive, enjoyable, and effective gaming and learning experiences, and offer recommendations regarding how to better design such systems.
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引用次数: 10
Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users 一起入睡:社交虚拟现实活动对用户的意义
Divine Maloney, Guo Freeman
The increasingly popular social virtual reality (VR) is dramatically transforming how people meet, interact, and socialize online. These immersive digital spaces blend aspects of the online and offline worlds, creating new opportunities for online interactivity. Yet, questions still remain about what individuals actually do in social VR and how they envision and reflect on the design of social VR technologies. In this paper, we report our findings of an interview study (N=30)that investigated what made activities on these platforms meaningful to users as well as users' recommendations for designing social VR to better support such activities. Our findings expand current literature on social dynamics and sociality in online digital spaces by focusing on social VR. We also inform future design directions to create more socially supportive and satisfying social VR space.
日益流行的社交虚拟现实(VR)正在极大地改变人们在网上见面、互动和社交的方式。这些身临其境的数字空间融合了在线和离线世界的各个方面,为在线互动创造了新的机会。然而,关于个人在社交虚拟现实中实际做了什么,以及他们如何设想和反思社交虚拟现实技术的设计,问题仍然存在。在本文中,我们报告了一项访谈研究(N=30)的结果,该研究调查了是什么让这些平台上的活动对用户有意义,以及用户对设计社交VR以更好地支持此类活动的建议。我们的研究结果通过关注社交虚拟现实扩展了当前关于在线数字空间中的社会动态和社会性的文献。我们还告知未来的设计方向,以创造更多的社会支持和满足的社交VR空间。
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引用次数: 66
Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps 游戏参数的多元可视化:Hexbin地图的评价
Günter Wallner, Simone Kriglstein
Visualizations have become a relevant instrument in games user research and analytics as well as for players to facilitate the analysis of behavioral data, including the evaluation of spatial game metrics. A fundamental task in this respect is to understand how different metrics vary across the game environment and how they relate to each other. In this paper, we evaluate a visualization based on hexagonal binning paired with visual glyphs to represent multivariate information. To study how much information can be encoded in a reasonable manner we created variants with varying complexity and measured correctness and efficiency for different types of tasks through an online study (N = 197). Our results indicate that players appreciated the clear display of multivariate data but that correctness and efficiency were also largely influenced by the visual coding and the task at hand. Based on gained insights, we discuss implications for the design of such and similar gameplay visualizations.
可视化已经成为游戏用户研究和分析以及玩家行为数据分析的相关工具,包括空间游戏参数的评估。这方面的基本任务是理解不同参数在游戏环境中的变化以及它们之间的关系。在本文中,我们评估了一种基于六边形分组与视觉符号配对的可视化方法来表示多元信息。为了研究有多少信息可以以合理的方式编码,我们创建了不同复杂性的变体,并通过在线研究测量了不同类型任务的正确性和效率(N = 197)。我们的研究结果表明,玩家喜欢多元数据的清晰显示,但正确性和效率也在很大程度上受到视觉编码和手头任务的影响。基于所获得的见解,我们将讨论此类和类似玩法可视化设计的含义。
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引用次数: 11
A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games 作弊情绪:在单人游戏中作弊的情感和心理好处
Cale J. Passmore, Matthew K. Miller, Jun Liu, Cody J. Phillips, R. Mandryk
Players, developers, and researchers generally agree that "cheating" to gain an unfair advantage over others fosters negative player experiences. Despite social and experiential repercussions and cheating's negative stigma, the majority of players regularly cheat in some form. Fixation on cheating's social and moral axes disservices understanding the ways in which players cheat in single-player settings, cheating's potential benefits, and cheating's effects on player experience. Surveying 188 U.S. players on their beliefs, preferences, and experiences of cheating in single-player contexts, mixed-methods analyses reveal that, unlike in multiplayer contexts, most players endorse cheating in single-player settings. They do so to facilitate mood repair, stress relief, and flow, and to exercise agency over satisfying their psychological needs during gameplay. Building off prior studies in support of cheating, we discuss the ludic, cognitive, and wellness benefits found, and argue against imposing the moral dilemmas of multiplayer cheating on single-player contexts.
玩家、开发者和研究人员普遍认为,通过“作弊”来获得不公平的优势会带来消极的玩家体验。尽管社交和体验的影响和作弊的负面污名,大多数玩家经常以某种形式作弊。专注于作弊的社会和道德层面,不利于理解玩家在单人游戏中作弊的方式、作弊的潜在好处以及作弊对玩家体验的影响。通过调查188名美国玩家在单人游戏环境中的信念、偏好和作弊经历,混合方法分析显示,与多人游戏环境不同,大多数玩家支持单人游戏环境中的作弊行为。他们这样做是为了促进情绪修复、缓解压力和心流,并在游戏过程中行使代理而不是满足他们的心理需求。在之前支持作弊的研究的基础上,我们讨论了发现的搞笑、认知和健康益处,并反对将多人作弊的道德困境强加于单人游戏环境。
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引用次数: 9
Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of "Playing a Game" 基于丹麦语“玩游戏”内涵的身体游戏体验设计
L. Matjeka, F. Mueller
Designing for bodily play in HCI is increasingly gaining attraction, including research on the experiential dynamics leading to that. Within this research, however, there has been little investigation into the differences between bodily playing and bodily gaming and associated implications for design. This paper investigates such differences and proposes an understanding derived from the Danish linguistic connotations of the four different combinations of bodily "playing/gaming" a "play/game". We exemplify these through four different examples and extract four strategies for designers to implement in their future bodily designs. With our work, we hope we are able to expand the range of diverse bodily play and game experiences within HCI.
在HCI中,针对身体游戏的设计越来越受欢迎,包括关于体验动态的研究。然而,在这项研究中,很少有人调查身体游戏和身体游戏之间的差异及其对设计的影响。本文研究了这些差异,并从丹麦语中对身体上的“玩/游戏”和“玩/游戏”的四种不同组合的内涵中提出了一种理解。我们通过四个不同的例子来说明这些,并为设计师在未来的身体设计中提炼出四种策略。通过我们的工作,我们希望能够在HCI中扩展各种身体游戏和游戏体验的范围。
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引用次数: 4
Investing in Player Research 投资于玩家研究
J. D. Rocca
Jason started in games 25 years ago and was part of the journey to formalize the language of game design from gut feel to proper frameworks and through to the modern "science of play". When Jason set up Execution Labs back in 2012, it was a first of its kind game startup incubator, with some wild approaches to helping game developers succeed.... like having an embedded ethnographer studying the whole process and hiring on a dedicated director of user research. This keynote session will explore that drive to invest in player research, setting the stage for a dynamic discussion.
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引用次数: 0
Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters 你自己最大的敌人:非玩家角色的自定义和毁灭的含义
Daniel Pimentel, Sriram Kalyanaraman
Customization interfaces allow players to tailor character appearance to represent desired self-concepts, increasing character identification and contributing towards enjoyment. Yet, despite their ubiquity, such interfaces seldom allow modification of non-player characters (e.g., in-game enemies). A between-subjects experiment (N=34) examined affective/cognitive responses to customizing and destroying enemies in a custom-built game. Participants created characters representing either a positive (confidence) or negative (anxiety) self-concept, and subsequently destroyed it during gameplay. Players reported greater identification, attitudes, enjoyment, and reduction in negative affect (anxiety) when customizing characters representing confidence, whereas anxiety characters increased negative affect. Affective responses to destruction varied based on self-concept. Destroying confidence characters increased negative affect, whereas negative affect was slightly reduced after destroying anxiety characters. Both groups evaluated the game favorably and exhibited similar purchase intentions. Results suggest that players prefer creating enemies in their (ideal) image like they do their own avatars. Avenues for future research are discussed.
自定义界面允许玩家定制角色外观,以代表期望的自我概念,增加角色识别度,增加乐趣。然而,尽管这些界面无处不在,却很少允许修改非玩家角色(游戏邦注:如游戏中的敌人)。受试者间实验(N=34)检验了在定制游戏中定制和摧毁敌人的情感/认知反应。参与者创造了代表积极(自信)或消极(焦虑)自我概念的角色,然后在游戏过程中摧毁它。当玩家自定义代表自信的角色时,他们会表现出更强的认同感、态度、乐趣和负面影响(焦虑)的减少,而焦虑角色则会增加负面影响。对破坏的情感反应因自我概念的不同而不同。摧毁自信型人格后,消极情绪增加,而摧毁焦虑型人格后,消极情绪略有减少。两组人对游戏的评价都很好,并表现出相似的购买意愿。结果表明,玩家更喜欢在自己的(理想)形象中创造敌人,就像他们在自己的化身中创造敌人一样。讨论了今后的研究方向。
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引用次数: 4
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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