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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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The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience 时间感知和沉浸感之间的潜在脱节:音乐对VR玩家体验的影响
Katja Rogers, Maximilian Milo, M. Weber, L. Nacke
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.
在游戏用户研究文献中,音乐对虚拟现实(VR)游戏中的玩家体验(PX)有多大贡献尚不清楚。VR游戏中PX的一个核心因素(与音频或其他方面有关)是时间感知。因此,我们提供了音乐如何影响VR游戏中的时间感知的第一个实证探索。在一项用户研究(N=64)中,我们调查了音乐对PX和时间感知的影响(以回顾性时间估计的方式运作)。在VR游戏中,当有音乐出现时,参与者回顾性地感觉时间过得快得多,但在PX组成部分(包括沉浸感)上没有差异。这也促成了关于VR游戏中音乐效果缺失的讨论。此外,我们的研究结果强调了重新定义我们对游戏中时间感知和沉浸感之间关系的理解的必要性。
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引用次数: 13
Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch 青少年定制游戏化:荷兰语“大五”和“六”的验证研究
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.
游戏化研究人员认为,青少年是定制游戏化的特别有趣的受众。然而,到目前为止,流行的玩家类型和人格特质模型的经验验证仅限于成年人。由于青少年表现出与老年人不同的复杂行为,这些模式可能需要调整。为此,我们收集了402名青少年的荷兰语大五量表和Hexad问卷答案的独特数据集。验证性因子分析表明,荷兰式BFI-10、BFI-44和Hexad量表在青少年中使用时表现不合格。通过探索性因子分析,探讨了存在的问题,并提出了改进测量方法的初步建议。特别是,我们建议简化Hexad模型,并重新制定具体项目。通过这项研究,我们希望对如何改善青少年互动系统定制的辩论有所贡献。
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引用次数: 11
Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data 回声:通过从记录数据中重建游戏回合来分析游戏回合
Daniel MacCormick, Loutfouz Zaman
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.
游戏用户研究(GUR)的核心是确保游戏能够传达设计师想要传达的体验。GUR研究人员经常使用游戏测试来评估游戏。这通常需要在会议结束后回放几个小时的视频片段,以确保他们没有错过任何重要的东西。分析可以帮助改进这一过程,提供潜在玩法数据的可视化。然而,许多游戏分析工具提供的静态可视化并不能准确捕捉现代电子游戏的动态方面。为了解决这个问题,我们创造了Echo,这是一个使用游戏玩法数据去重建带有游戏内资产的原始会话的工具,而不是将它们抽象出来。Echo旨在帮助弥合静态游戏玩法数据表示和视频片段之间的差距,其目标是提供两者的最佳效果。一项用户研究显示,与游戏玩法分析视频相比,参与者发现Echo在使用时不那么令人沮丧,而且在效率等方面排名更高。研究显示,使用Echo时,参与者感到的认知负荷也更少。定性结果也很有希望,因为参与者在使用Echo时采用了几个不同的工作流程。我们收到了许多关于构建当前工具状态的建议,包括支持多个视口、实时注释和可见的游戏参数。
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引用次数: 3
Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design 设计过程中的人工玩家:开发游戏关卡和世界设计的自动测试工具
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.
以用户为中心的迭代设计已经成为开发交互式产品的标准方法。这个过程依赖于尽可能早的原型和用户测试,以提供积极的用户体验,并确保最终产品符合设计师的意图。电子游戏产业从这种设计方法中受益匪浅,游戏用户研究人员也在不断调整和引进各种评估技术。然而,重复创建适合用户测试的游戏构建(如高保真原型)既耗时又昂贵。此外,征聘用户和进行评价会议是劳力密集的工作。在评估游戏关卡和世界设计时,这些挑战尤其紧迫,因为设计师可能希望评估许多选择,或快速衡量许多小设计变化对游戏传递预期体验的影响。为了帮助开发者应对这些挑战,我们开发了PathOS,这是一种新颖的工具,可以用模拟玩家导航的代理来模拟测试过程。本文报告了我们的开发目标、执行情况,以及与专业游戏开发者一起评估《PathOS》在关卡设计环境中的应用的用户研究。我们的结果证明了自动化测试工具增强实践开发人员工作流程的能力。
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引用次数: 16
A Review of Gamified Fitness Tracker Apps and Future Directions 游戏化健身追踪器应用回顾及未来发展方向
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.
本文调查了苹果应用商店和谷歌游戏商店中103款游戏化的健身追踪应用,这些应用可以激励用户多走路。我们在这些手机应用游戏中考虑了不同类型的游戏元素,并展示了它们是如何聚集到不同的游戏类型中。我们发现了包括竞争、挑战和社会影响在内的各种游戏元素的共同出现。社交功能在几乎所有类型的游戏化健身追踪应用中都发挥了核心作用,其中出现了具有现实激励的游戏子类别。内容和网络分析用于建议设计空间中尚未探索但可能富有成果的新领域,如基于情节的协作游戏。
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引用次数: 5
A Grounded Analysis of Player-Described Board Game Immersion 基于玩家描述的桌面游戏沉浸感分析
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.
大量研究探索了数字游戏中的沉浸体验,但尚不清楚这种现象是否会延伸到其他游戏类型,如桌面游戏。沉浸感是桌面游戏社区中开发者和玩家广泛讨论的一个概念,但这方面的研究相对较少。本文对桌游玩家在线讨论沉浸感进行了理论分析。通过采访五位桌面游戏玩家来描述他们的沉浸体验,这一数据得到了加强。由此得出的分析强调,桌面游戏玩家讨论沉浸感时,既考虑对游戏挑战的沉浸感,也考虑对桌面游戏所创造的游戏世界的沉浸感。我们还关注玩家所反映的有助于或阻碍他们沉浸感的游戏玩法元素;重要的是,这些元素并不总是来自游戏本身。我们得出结论,桌面游戏的沉浸感与数字游戏的沉浸感有相似之处,尽管缺乏多媒体互动。
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引用次数: 15
SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & Experts SpiroPlay,一套呼吸游戏由儿童和专家的肺活量测定
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.
我们已经建立并实现了一套隐喻呼吸游戏通过涉及儿童和专家。这些游戏的目的是通过在家中使用肺活量测定法对患有哮喘的儿童进行定期监测,从而促进预防哮喘恶化。为了指导和触发儿童正确执行(无监督的)肺活量测定,我们创建了交互式隐喻,实时响应儿童的吸入和呼出。11个隐喻被详细地发展。根据目前的肺活量测定指南,已经完全实施了三个比喻,并在30名哮喘儿童中进行了测试。每个都包括多目标激励,响应三个不同的目标值(吸入,峰值呼气和完全呼气)。我们假设隐喻应该为这些目标使用单独的目标,有独立的反应,并且允许超出每个目标的预期值。从选择的隐喻来看,大多数孩子更喜欢龙喷火和足球运动员踢球作为隐喻;最不受欢迎的是吹蒲公英的种子,给狗涂乳液让它长毛。基于这个项目,我们讨论了游戏套件方法的潜力和好处:可以根据个人能力和兴趣选择和调整多个游戏。
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引用次数: 7
My Little Robot: User Preferences in Game Agent Customization 我的小机器人:游戏代理定制中的用户偏好
Sonam Adinolf, Peta Wyeth, R. Brown, Joel Harman
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.
特工是我们日常生活的一部分。它们存在于我们玩的游戏中,也存在于我们的手机中,成为我们的私人助理。当用户与这些代理建立关系时,一个问题是如何培养这些关系。本研究选择了一个设计特征,定制,以了解它是否会影响用户体验,以及是否存在用户喜欢的最佳选择数量。本文描述了两项研究的结果。第一项是小规模的(N=15)初步研究,探索用户在定制屏幕上的、类似机器人的虚拟代理伙伴时的偏好。这些数据包括眼球追踪、屏幕截图和事后调查。这项研究的结果表明,机器人的衣服(包括上下)对用户来说是最重要的定制。根据第一项研究,开发了一个自定义应用程序来测试用户对大规模在线研究中选择数量和属性的偏好(N = 343)。第二项研究的结果表明,参与者偏好至少8种不同的属性来定制,并且他们对每个属性的选择数量最多(即24个)的满意度没有下降。这些发现不同于之前关于选择过载的研究,有助于进一步理解游戏和数字空间中的选择。
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引用次数: 7
3PP-R: Enabling Natural Movement in 3rd Person Virtual Reality 3PP-R:在第三人称虚拟现实中实现自然运动
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.
我们提出3PP- r,一种新颖的虚拟现实显示和交互技术,允许以第三人称视角(3PP)进行自然运动,包括身体旋转而不会失去对化身的视线。当用户转动时,像微型世界模型这样的虚拟显示器会绕着用户旋转,但除了用户的化身外不会旋转。从用户的角度来看,显示器在视野中是固定的,而世界则围绕着虚拟形象旋转。3PP- r结合了3PP和第一人称视角(1PP)的优势:与1PP类似,它允许与丰富的自然运动进行交互,同时也获得了3PP的好处,即优越的空间意识和动画角色,而不会出现令人作呕的视点运动,例如操纵杆控制的运动。我们在一项迷宫导航研究中测试了3PP-R,结果表明3PP-R比1PP的晕屏症状要少得多。我们还演示了3PP-R动态游戏互动,包括跑步、跳跃、杠上摇摆和武术。
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引用次数: 9
Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant Kitchen 现在洗手:了解虚拟现实餐厅厨房中的食品法规遵从性
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.
《腐败厨房》是一款房间规模的虚拟现实游戏,玩家在游戏中扮演厨师,为排队的顾客提供服务。制作汉堡的任务是,玩家必须准备食物,同时确保食物安全食用,明确或含蓄地参与与监管合规和英国立法相关的挑战,以及高效和道德的决策;洗手,放置捕鼠器,雇佣合适的帮手,节省时间和金钱。采访了19名专业参与食物准备的球员,揭示了与参与者日常现实世界实践的多样性,从游戏规则到严重问题。我们提供了一份关于游戏的研究报告,并结合了一份进一步推动汇报和反思的研究协议,展示了训练、反思和参与主题的机会。我们考虑了保真度和沉浸感如何将游戏玩法与现实世界的遵从性进行比较。
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引用次数: 10
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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