How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time perception. Thus, we provide the first empirical exploration of how music affects time perception in a VR game. In a user study (N=64), we investigated the effects of music on PX and time perception (operationalized as retrospective time estimation). Participants retrospectively perceived time to pass significantly quicker in the VR game when music was present, but reported no difference in PX components, including immersion. This contributes to ongoing discourse on the surprising lack of music effects in VR games. Moreover, our results highlight the need to re-conceptualize our understanding of the relationship between time perception and immersion in games.
{"title":"The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience","authors":"Katja Rogers, Maximilian Milo, M. Weber, L. Nacke","doi":"10.1145/3410404.3414246","DOIUrl":"https://doi.org/10.1145/3410404.3414246","url":null,"abstract":"How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time perception. Thus, we provide the first empirical exploration of how music affects time perception in a VR game. In a user study (N=64), we investigated the effects of music on PX and time perception (operationalized as retrospective time estimation). Participants retrospectively perceived time to pass significantly quicker in the VR game when music was present, but reported no difference in PX components, including immersion. This contributes to ongoing discourse on the surprising lack of music effects in VR games. Moreover, our results highlight the need to re-conceptualize our understanding of the relationship between time perception and immersion in games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"323 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77571963","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jeroen Ooge, Robin De Croon, K. Verbert, V. Abeele
Gamification researchers deem adolescents a particularly interesting audience for tailored gamification. However, empirical validation of popular player typologies and personality trait models thus far has been limited to adults. As adolescents exhibit complex behaviours that differ from older adults, these models may need adaptation. To that end, we collected a unique data set of Big Five Inventory and Hexad questionnaire answers in Dutch from 402 adolescents. Confirmatory factor analysis showed that the Dutch forms of the BFI-10, BFI-44 and Hexad scales performed substandard when used with adolescents. Through exploratory factor analysis, we investigated underlying problems, and provide preliminary suggestions on how to improve measurements. In particular, we propose to simplify the Hexad model, and to reformulate specific items. With this study, we hope to contribute to the debate on how to improve the tailoring of interactive systems for adolescents.
{"title":"Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch","authors":"Jeroen Ooge, Robin De Croon, K. Verbert, V. Abeele","doi":"10.1145/3410404.3414267","DOIUrl":"https://doi.org/10.1145/3410404.3414267","url":null,"abstract":"Gamification researchers deem adolescents a particularly interesting audience for tailored gamification. However, empirical validation of popular player typologies and personality trait models thus far has been limited to adults. As adolescents exhibit complex behaviours that differ from older adults, these models may need adaptation. To that end, we collected a unique data set of Big Five Inventory and Hexad questionnaire answers in Dutch from 402 adolescents. Confirmatory factor analysis showed that the Dutch forms of the BFI-10, BFI-44 and Hexad scales performed substandard when used with adolescents. Through exploratory factor analysis, we investigated underlying problems, and provide preliminary suggestions on how to improve measurements. In particular, we propose to simplify the Hexad model, and to reformulate specific items. With this study, we hope to contribute to the debate on how to improve the tailoring of interactive systems for adolescents.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83234470","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Games user research (GUR) is centered on ensuring games deliver the experience that their designers intended. GUR researchers frequently make use of playtesting to evaluate games. This often requires watching back hours of video footage after the session to ensure that they did not miss anything important. Analytics have been used to help improve this process, providing visualizations of the underlying gameplay data. Yet, many of these game analytics tools provide static visualizations which do not accurately capture the dynamic aspects of modern video games. To address this problem, we have created Echo, a tool that uses gameplay data to reconstruct the original session with in-game assets, instead of abstracting them away. Echo has been designed to help bridge the gap between static gameplay data representation and video footage, with the goal of providing the best of both. A user study revealed that participants found Echo less frustrating to use compared to videos for gameplay analysis and also ranked it higher for efficiency, among others. It revealed that participants felt less cognitive load when using Echo as well. Qualitative results were also promising as participants employed several distinct workflows while using Echo. We received numerous suggestions for building upon the current state of the tool, including support for multiple viewports, live annotations, and visible gameplay metrics.
{"title":"Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data","authors":"Daniel MacCormick, Loutfouz Zaman","doi":"10.1145/3410404.3414254","DOIUrl":"https://doi.org/10.1145/3410404.3414254","url":null,"abstract":"Games user research (GUR) is centered on ensuring games deliver the experience that their designers intended. GUR researchers frequently make use of playtesting to evaluate games. This often requires watching back hours of video footage after the session to ensure that they did not miss anything important. Analytics have been used to help improve this process, providing visualizations of the underlying gameplay data. Yet, many of these game analytics tools provide static visualizations which do not accurately capture the dynamic aspects of modern video games. To address this problem, we have created Echo, a tool that uses gameplay data to reconstruct the original session with in-game assets, instead of abstracting them away. Echo has been designed to help bridge the gap between static gameplay data representation and video footage, with the goal of providing the best of both. A user study revealed that participants found Echo less frustrating to use compared to videos for gameplay analysis and also ranked it higher for efficiency, among others. It revealed that participants felt less cognitive load when using Echo as well. Qualitative results were also promising as participants employed several distinct workflows while using Echo. We received numerous suggestions for building upon the current state of the tool, including support for multiple viewports, live annotations, and visible gameplay metrics.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"252 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76322075","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Samantha N. Stahlke, Atiya Nova, Pejman Mirza-Babaei
Iterative user-centred design has become a standard approach for developing interactive products. This process relies on prototyping and usertesting as early as possible to deliver a positive user experience and ensure that final products align with designers' intentions. The video game industry has benefited greatly from this design approach, with games user researchers adapting and introducing various evaluation techniques. However, repeatedly creating game builds suitable for usertesting (i.e., high-fidelity prototypes) is time-consuming and expensive. Moreover, recruiting users and conducting evaluation sessions are labour-intensive tasks. These challenges are especially pressing in the evaluation of game level and world design, where designers may wish to evaluate many alternatives or rapidly measure the impact of many small design changes on a game's ability to deliver the intended experience. To support developers grappling with these challenges, we have developed PathOS, a novel tool for simulating testing sessions with agents that model player navigation. This paper reports on our development objectives, implementation, and a user study with professional game developers to assess PathOS' application in a level design context. Our results demonstrate the ability of an automated testing tool to enhance the workflow of practicing developers.
{"title":"Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design","authors":"Samantha N. Stahlke, Atiya Nova, Pejman Mirza-Babaei","doi":"10.1145/3410404.3414249","DOIUrl":"https://doi.org/10.1145/3410404.3414249","url":null,"abstract":"Iterative user-centred design has become a standard approach for developing interactive products. This process relies on prototyping and usertesting as early as possible to deliver a positive user experience and ensure that final products align with designers' intentions. The video game industry has benefited greatly from this design approach, with games user researchers adapting and introducing various evaluation techniques. However, repeatedly creating game builds suitable for usertesting (i.e., high-fidelity prototypes) is time-consuming and expensive. Moreover, recruiting users and conducting evaluation sessions are labour-intensive tasks. These challenges are especially pressing in the evaluation of game level and world design, where designers may wish to evaluate many alternatives or rapidly measure the impact of many small design changes on a game's ability to deliver the intended experience. To support developers grappling with these challenges, we have developed PathOS, a novel tool for simulating testing sessions with agents that model player navigation. This paper reports on our development objectives, implementation, and a user study with professional game developers to assess PathOS' application in a level design context. Our results demonstrate the ability of an automated testing tool to enhance the workflow of practicing developers.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78983289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aatish Neupane, Derek L. Hansen, Anud Sharma, J. A. Fails, Bikalpa Neupane, Jeremy Beutler
This review examines 103 existing gamified fitness tracker apps in the Apple App Store and Google Play Store that motivate users to walk more. We consider different types of game elements in these mobile app games and show how they cluster into different game genres. We found co-occurrences of various game elements including Competition, Challenges, and Social Influence. Social features played a central role in nearly every type of gamified fitness tracker app, where a sub-category of games with real-world incentives emerged. Content and network analysis are used to suggest new areas of the design space that are unexplored, but potentially fruitful, such as plot-based collaborative games.
{"title":"A Review of Gamified Fitness Tracker Apps and Future Directions","authors":"Aatish Neupane, Derek L. Hansen, Anud Sharma, J. A. Fails, Bikalpa Neupane, Jeremy Beutler","doi":"10.1145/3410404.3414258","DOIUrl":"https://doi.org/10.1145/3410404.3414258","url":null,"abstract":"This review examines 103 existing gamified fitness tracker apps in the Apple App Store and Google Play Store that motivate users to walk more. We consider different types of game elements in these mobile app games and show how they cluster into different game genres. We found co-occurrences of various game elements including Competition, Challenges, and Social Influence. Social features played a central role in nearly every type of gamified fitness tracker app, where a sub-category of games with real-world incentives emerged. Content and network analysis are used to suggest new areas of the design space that are unexplored, but potentially fruitful, such as plot-based collaborative games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"116 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73408460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Timea Farkas, Sarah Wiseman, P. Cairns, R. Fiebrink
Substantial research has explored the experience of immersion in digital games, but it is unclear whether this phenomenon extends to other game genres such as board games. Immersion is a concept widely discussed in the board game community by both developers and players and yet there is relatively little research in the area. This paper presents a grounded theory analysis of board game players' online discussions of immersion. This data is augmented by interviews with five board game players describing their experiences of immersion. The resultant analysis highlights that board game players discuss immersion in terms of both engrossment in the challenge of the game, and submergence within the game world the board game creates. We also focus on elements of game play which players reported in helping and hindering their immersion; importantly these elements do not always come from the game itself. We conclude that board game immersion shares similarities with the literature on immersion in digital games, despite the lack of multimedia interaction.
{"title":"A Grounded Analysis of Player-Described Board Game Immersion","authors":"Timea Farkas, Sarah Wiseman, P. Cairns, R. Fiebrink","doi":"10.1145/3410404.3414224","DOIUrl":"https://doi.org/10.1145/3410404.3414224","url":null,"abstract":"Substantial research has explored the experience of immersion in digital games, but it is unclear whether this phenomenon extends to other game genres such as board games. Immersion is a concept widely discussed in the board game community by both developers and players and yet there is relatively little research in the area. This paper presents a grounded theory analysis of board game players' online discussions of immersion. This data is augmented by interviews with five board game players describing their experiences of immersion. The resultant analysis highlights that board game players discuss immersion in terms of both engrossment in the challenge of the game, and submergence within the game world the board game creates. We also focus on elements of game play which players reported in helping and hindering their immersion; importantly these elements do not always come from the game itself. We conclude that board game immersion shares similarities with the literature on immersion in digital games, despite the lack of multimedia interaction.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"74 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80231438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. V. Delden, D. P. Bos, Antje Jacoba Vivian de With, Koen Vogel, R. Klaassen, Nynke Zwart, Joyce Faber, B. Thio, Mattienne van der Kamp
We have built and implemented a set of metaphors for breathing games by involving children and experts. These games are made to facilitate prevention of asthma exacerbation via regular monitoring of children with asthma through spirometry at home. To instruct and trigger children to execute the (unsupervised) spirometry correctly, we have created interactive metaphors that respond in real-time to the child's inhalation and exhalation. Eleven metaphors have been developed in detail. Three metaphors have been fully implemented based on current guidelines for spirometry and were tested with 30 asthmatic children. Each includes multi-target incentives, responding to three different target values (inhalation, peak expiration, and complete exhalation). We postulate that the metaphors should use separate goals for these targets, have independent responses, and allow to also go beyond expected values for each of these targets. From the selected metaphors, most children preferred a dragon breathing fire and a soccer player kicking a ball into a goal as a metaphor; least liked were blowing seeds of a dandelion and applying lotion to a dog to grow its hair. Based on this project we discuss the potential and benefits of a suite-of-games approach: multiple games that each can be selected and adapted depending on personal capabilities and interests.
{"title":"SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & Experts","authors":"R. V. Delden, D. P. Bos, Antje Jacoba Vivian de With, Koen Vogel, R. Klaassen, Nynke Zwart, Joyce Faber, B. Thio, Mattienne van der Kamp","doi":"10.1145/3410404.3414223","DOIUrl":"https://doi.org/10.1145/3410404.3414223","url":null,"abstract":"We have built and implemented a set of metaphors for breathing games by involving children and experts. These games are made to facilitate prevention of asthma exacerbation via regular monitoring of children with asthma through spirometry at home. To instruct and trigger children to execute the (unsupervised) spirometry correctly, we have created interactive metaphors that respond in real-time to the child's inhalation and exhalation. Eleven metaphors have been developed in detail. Three metaphors have been fully implemented based on current guidelines for spirometry and were tested with 30 asthmatic children. Each includes multi-target incentives, responding to three different target values (inhalation, peak expiration, and complete exhalation). We postulate that the metaphors should use separate goals for these targets, have independent responses, and allow to also go beyond expected values for each of these targets. From the selected metaphors, most children preferred a dragon breathing fire and a soccer player kicking a ball into a goal as a metaphor; least liked were blowing seeds of a dandelion and applying lotion to a dog to grow its hair. Based on this project we discuss the potential and benefits of a suite-of-games approach: multiple games that each can be selected and adapted depending on personal capabilities and interests.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85806029","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Agents are part of our daily lives. They are in the games we play and in our phones as personal assistants. As users develop relationships with these agents, one question is about how to cultivate those relationships. This study chose one design feature, customization, to understand whether it would affect user experiences and whether there are optimal number of choices users prefer. This paper describes the results of two studies. The first, a small scale (N=15), preliminary study explored user preferences when customizing an on-screen, robot-like, virtual agent partner. The data includes eye-tracking, screen capture, and a post-survey. Findings from this study suggests that a robot's clothes (both top and bottom) are the most important for users to customize. Informed by the first study, a custom application was developed to test user preferences for the number of choices and attributes in a large scale online study (N = 343). Findings from the second study suggest that participants preferred at least 8 different attributes to customize and they showed no decrease in satisfaction with the most number of choices (i.e., 24) per attribute. These findings are different from previous studies on choice overload and contribute to further understanding of choices in games and digital spaces.
{"title":"My Little Robot: User Preferences in Game Agent Customization","authors":"Sonam Adinolf, Peta Wyeth, R. Brown, Joel Harman","doi":"10.1145/3410404.3414241","DOIUrl":"https://doi.org/10.1145/3410404.3414241","url":null,"abstract":"Agents are part of our daily lives. They are in the games we play and in our phones as personal assistants. As users develop relationships with these agents, one question is about how to cultivate those relationships. This study chose one design feature, customization, to understand whether it would affect user experiences and whether there are optimal number of choices users prefer. This paper describes the results of two studies. The first, a small scale (N=15), preliminary study explored user preferences when customizing an on-screen, robot-like, virtual agent partner. The data includes eye-tracking, screen capture, and a post-survey. Findings from this study suggests that a robot's clothes (both top and bottom) are the most important for users to customize. Informed by the first study, a custom application was developed to test user preferences for the number of choices and attributes in a large scale online study (N = 343). Findings from the second study suggest that participants preferred at least 8 different attributes to customize and they showed no decrease in satisfaction with the most number of choices (i.e., 24) per attribute. These findings are different from previous studies on choice overload and contribute to further understanding of choices in games and digital spaces.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"47 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78416415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Inan Evin, Toni Pesola, Maximus D. Kaos, Tuukka M. Takala, Perttu Hämäläinen
We propose 3PP-R, a novel Virtual Reality display and interaction technique that allows natural movement in 3rd-person perspective (3PP), including body rotation without losing sight of the avatar. A virtual display such as a World-in-Miniature model orbits around the user when the user turns, but does not rotate except for the user's avatar. From the user's perspective, the display appears fixed in the field of vision, while the world rotates around the avatar. 3PP-R combines the strengths of 3PP and 1st-person perspective (1PP): Similar to 1PP, it allows interacting with rich natural movements, while also reaping the benefits of 3PP, i.e., superior spatial awareness and animating the avatar without nauseating viewpoint movement, e.g., for joystick-controlled locomotion. We test 3PP-R in a maze navigation study, which indicates considerably less cybersickness in 3PP-R than in 1PP. We also demonstrate 3PP-R in dynamic game interaction including running, jumping, swinging on bars, and martial arts.
{"title":"3PP-R: Enabling Natural Movement in 3rd Person Virtual Reality","authors":"Inan Evin, Toni Pesola, Maximus D. Kaos, Tuukka M. Takala, Perttu Hämäläinen","doi":"10.1145/3410404.3414239","DOIUrl":"https://doi.org/10.1145/3410404.3414239","url":null,"abstract":"We propose 3PP-R, a novel Virtual Reality display and interaction technique that allows natural movement in 3rd-person perspective (3PP), including body rotation without losing sight of the avatar. A virtual display such as a World-in-Miniature model orbits around the user when the user turns, but does not rotate except for the user's avatar. From the user's perspective, the display appears fixed in the field of vision, while the world rotates around the avatar. 3PP-R combines the strengths of 3PP and 1st-person perspective (1PP): Similar to 1PP, it allows interacting with rich natural movements, while also reaping the benefits of 3PP, i.e., superior spatial awareness and animating the avatar without nauseating viewpoint movement, e.g., for joystick-controlled locomotion. We test 3PP-R in a maze navigation study, which indicates considerably less cybersickness in 3PP-R than in 1PP. We also demonstrate 3PP-R in dynamic game interaction including running, jumping, swinging on bars, and martial arts.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"55 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81096752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Martin Flintham, R. Hyde, P. Tennent, Jan-Hinrik Meyer-Sahling, Stuart Moran
The Corrupt Kitchen is a room-scale virtual-reality game in which players act as a chef servicing a queue of customers. Tasked with making burgers, players must prepare the food while ensuring it is safe to eat, engaging explicitly and implicitly with challenges related to regulatory compliance and derived from UK legislation, but also efficient and ethical decision making; washing hands, placing rat traps, hiring appropriate help, time saving and money making. Interviewing nineteen players with professional involvement in food preparation reveals a diversity of perceived alignment with participants' everyday real-world practice that ranges from rules to be gamed to serious concerns. We contribute an examination of how the game, combined with a study protocol that further prompted debriefing and reflection, demonstrates opportunities for training, reflection and engagement with the subject matter. We consider how fidelity and immersion allow comparisons between gameplay and real world compliance.
{"title":"Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant Kitchen","authors":"Martin Flintham, R. Hyde, P. Tennent, Jan-Hinrik Meyer-Sahling, Stuart Moran","doi":"10.1145/3410404.3414237","DOIUrl":"https://doi.org/10.1145/3410404.3414237","url":null,"abstract":"The Corrupt Kitchen is a room-scale virtual-reality game in which players act as a chef servicing a queue of customers. Tasked with making burgers, players must prepare the food while ensuring it is safe to eat, engaging explicitly and implicitly with challenges related to regulatory compliance and derived from UK legislation, but also efficient and ethical decision making; washing hands, placing rat traps, hiring appropriate help, time saving and money making. Interviewing nineteen players with professional involvement in food preparation reveals a diversity of perceived alignment with participants' everyday real-world practice that ranges from rules to be gamed to serious concerns. We contribute an examination of how the game, combined with a study protocol that further prompted debriefing and reflection, demonstrates opportunities for training, reflection and engagement with the subject matter. We consider how fidelity and immersion allow comparisons between gameplay and real world compliance.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"304 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73628948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}