The United Nations' Sustainable Development Goals, like other mechanisms for conceptualizing societal wellbeing, center problems that are of immediate and pervasive importance: gender equality, world hunger, global health, quality education, and more. These are challenges of global relevance to be examined, engaged, alleviated, and we have little time at hand to do so. What most frameworks for global and social change frequently sideline is the role that leisure, or play, might have in supporting these tremendous pursuits towards making the world a better place for all. Implicit in these tensions is the assumption that play is not high enough a priority, not low enough in Maslow's hierarchy of needs, and therefore not anywhere in the plans that researchers and practitioners of global, sustainable development tend to foreground. What then is play good for? How might it open us up to imagining new and different futures? In this talk, I will begin with my initial encounters with play and leisure, the path my early explorations took me on as I grappled with these questions that it raised, introducing the audience to the work of others that offered inspiration along the way. I will draw connections with research efforts in the CHI PLAY community, and conclude by raising questions for the audience to engage with around making play work 4D, or for development.
{"title":"Making Play Work 4D","authors":"Neha Kumar","doi":"10.1145/3410404.3423541","DOIUrl":"https://doi.org/10.1145/3410404.3423541","url":null,"abstract":"The United Nations' Sustainable Development Goals, like other mechanisms for conceptualizing societal wellbeing, center problems that are of immediate and pervasive importance: gender equality, world hunger, global health, quality education, and more. These are challenges of global relevance to be examined, engaged, alleviated, and we have little time at hand to do so. What most frameworks for global and social change frequently sideline is the role that leisure, or play, might have in supporting these tremendous pursuits towards making the world a better place for all. Implicit in these tensions is the assumption that play is not high enough a priority, not low enough in Maslow's hierarchy of needs, and therefore not anywhere in the plans that researchers and practitioners of global, sustainable development tend to foreground. What then is play good for? How might it open us up to imagining new and different futures? In this talk, I will begin with my initial encounters with play and leisure, the path my early explorations took me on as I grappled with these questions that it raised, introducing the audience to the work of others that offered inspiration along the way. I will draw connections with research efforts in the CHI PLAY community, and conclude by raising questions for the audience to engage with around making play work 4D, or for development.","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":"61 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86995625","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}
Digital games are often created with large virtual worlds and a high number of degrees of freedom for players. For analyzing patterns of play, it is imperative to consider all features affecting the gameplay, which leads to an explosion in data space. To address this problem, we propose an approach for knowledge-based data abstraction -- inspired by applications in medicine -- that uses interactive visualizations based on game telemetry data to study player patterns. The approach involves iterative knowledge-based abstraction of elements of player action sequences to condense the data space to a level interpretable by game designers and user researchers. We developed this approach as part of developing a puzzle game using an existing interactive visualization tool, and demonstrate its value for understanding this game's player patterns. Based on the lessons learned from this study, we present a general set of guidelines for knowledge-based data abstraction for other game genres and interactive visualization systems.
{"title":"Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization","authors":"Nithesh Javvaji, C. Harteveld, M. S. El-Nasr","doi":"10.1145/3410404.3414257","DOIUrl":"https://doi.org/10.1145/3410404.3414257","url":null,"abstract":"Digital games are often created with large virtual worlds and a high number of degrees of freedom for players. For analyzing patterns of play, it is imperative to consider all features affecting the gameplay, which leads to an explosion in data space. To address this problem, we propose an approach for knowledge-based data abstraction -- inspired by applications in medicine -- that uses interactive visualizations based on game telemetry data to study player patterns. The approach involves iterative knowledge-based abstraction of elements of player action sequences to condense the data space to a level interpretable by game designers and user researchers. We developed this approach as part of developing a puzzle game using an existing interactive visualization tool, and demonstrate its value for understanding this game's player patterns. Based on the lessons learned from this study, we present a general set of guidelines for knowledge-based data abstraction for other game genres and interactive visualization systems.","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":"90364702","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}
G. M. Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, G. Puttick, C. Harteveld
In game-based curricula that leverage game design, students can learn creatively by transforming serious topics into video games (i.e., serious games). However, as these games remain mostly under-explored, we know little about how students design them and the extent to which they reflect content uptake. Here, we leverage a framework for serious games called Triadic Game Design (TGD) to analyze 391 games on climate science, which were designed by 8th-grade students with Scratch. Based on a large-scale TGD-based analysis, we provide an overview of design outcomes emerging from student games, and analyze how reality, meaning, and play are articulated in these games to reflect content uptake. Then, we ask two experts in game design and education to assess a subset of the 20 most representative games, to reflect on further design and pedagogical insights that may have not been captured by the large-scale analysis. Our results reveal a wide range of design outcomes, where Pong-like games teach players about the ice-albedo feedback loop, and CO2 molecules become targets to be shot in games like Space Invaders. Our work can serve as guidance and inspiration to help both researchers and educators evaluate student-designed games, as well as reason about how to use them as assessment tools in game-based constructionist curricula.
在利用游戏设计的基于游戏的课程中,学生可以通过将严肃主题转化为电子游戏(即严肃游戏)来创造性地学习。然而,由于这些游戏大部分仍未被开发,我们对学生如何设计它们以及它们在多大程度上反映了内容吸收情况知之甚少。在这里,我们利用一个名为Triadic Game Design (TGD)的严肃游戏框架来分析391个关于气候科学的游戏,这些游戏是由8年级的学生用Scratch设计的。基于大规模的基于tgd的分析,我们概述了学生游戏的设计成果,并分析了现实、意义和玩法如何在这些游戏中表达出来,以反映内容的吸收。然后,我们请两位游戏设计和教育方面的专家来评估20款最具代表性的游戏,以进一步反思大规模分析可能无法捕捉到的设计和教学见解。我们的研究结果揭示了广泛的设计结果,像乒乓这样的游戏教会玩家冰反照率反馈循环,二氧化碳分子成为像《太空入侵者》这样的游戏中的射击目标。我们的工作可以作为指导和启发,帮助研究人员和教育工作者评估学生设计的游戏,并解释如何在基于游戏的建构主义课程中使用它们作为评估工具。
{"title":"Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games","authors":"G. M. Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, G. Puttick, C. Harteveld","doi":"10.1145/3410404.3414256","DOIUrl":"https://doi.org/10.1145/3410404.3414256","url":null,"abstract":"In game-based curricula that leverage game design, students can learn creatively by transforming serious topics into video games (i.e., serious games). However, as these games remain mostly under-explored, we know little about how students design them and the extent to which they reflect content uptake. Here, we leverage a framework for serious games called Triadic Game Design (TGD) to analyze 391 games on climate science, which were designed by 8th-grade students with Scratch. Based on a large-scale TGD-based analysis, we provide an overview of design outcomes emerging from student games, and analyze how reality, meaning, and play are articulated in these games to reflect content uptake. Then, we ask two experts in game design and education to assess a subset of the 20 most representative games, to reflect on further design and pedagogical insights that may have not been captured by the large-scale analysis. Our results reveal a wide range of design outcomes, where Pong-like games teach players about the ice-albedo feedback loop, and CO2 molecules become targets to be shot in games like Space Invaders. Our work can serve as guidance and inspiration to help both researchers and educators evaluate student-designed games, as well as reason about how to use them as assessment tools in game-based constructionist curricula.","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":"48 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86562423","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}
H. Wauck, B. Woodard, Ziang Xiao, T. Li, B. Bailey
Certain commercial games train spatial skills, a subset of cognitive skills used in school, the workplace, and everyday life. However, it is difficult to design spatial skill training games without knowing why some games are effective. In addition, existing game training studies do not analyze motivational factors for critical target populations. We conducted a study comparing spatial skill training effects and enjoyment for low spatial skill students on three training interventions: the computer game Homeworld Bound: Redux, digital spatial workbook exercises, and an active control group. We found no training effects for any intervention, but performance in certain game levels predicted spatial skill, and low spatial skill students enjoyed the game more than the workbook exercises. We provide three design recommendations for spatial skill training games based on our findings: use asymmetry for object manipulation tasks, require explicit 2D to 3D representation translation, and employ time pressure for navigation tasks.
{"title":"A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training Games","authors":"H. Wauck, B. Woodard, Ziang Xiao, T. Li, B. Bailey","doi":"10.1145/3410404.3414255","DOIUrl":"https://doi.org/10.1145/3410404.3414255","url":null,"abstract":"Certain commercial games train spatial skills, a subset of cognitive skills used in school, the workplace, and everyday life. However, it is difficult to design spatial skill training games without knowing why some games are effective. In addition, existing game training studies do not analyze motivational factors for critical target populations. We conducted a study comparing spatial skill training effects and enjoyment for low spatial skill students on three training interventions: the computer game Homeworld Bound: Redux, digital spatial workbook exercises, and an active control group. We found no training effects for any intervention, but performance in certain game levels predicted spatial skill, and low spatial skill students enjoyed the game more than the workbook exercises. We provide three design recommendations for spatial skill training games based on our findings: use asymmetry for object manipulation tasks, require explicit 2D to 3D representation translation, and employ time pressure for navigation tasks.","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":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88612171","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}
Robert Cuthbert, Selen Turkay, R. Brown, Daniel M. Johnson, Roger Altizer, Mathilde R. Desselle
Burn injuries are a significant public health challenge with the known consequences and long term problems including pain, permanent scarring and psychological trauma. Current available rehabilitation equipment is rudimentary, resource-intensive and lacks a human-centered design approach. Immersive Virtual Reality technologies may provide aid in this area, with prior studies showing positive effects that this technology has on reducing patient's physical pain, psychological trauma and improving movement. This study recognises the need for customised, measurable and goal-directed rehabilitation for burn patients. By conducting two ideation design sessions with health workers (session 1), and burn survivors and their carers (session 2), this study highlights the participants' perspectives on VR for burn rehabilitation such as the importance of patient agency, heat and healthy scarring. This work contributes core themes from survivors and health professionals to the field of design and computer human interaction that could inform future iterations of VR burn rehabilitation applications.
{"title":"Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation","authors":"Robert Cuthbert, Selen Turkay, R. Brown, Daniel M. Johnson, Roger Altizer, Mathilde R. Desselle","doi":"10.1145/3410404.3414236","DOIUrl":"https://doi.org/10.1145/3410404.3414236","url":null,"abstract":"Burn injuries are a significant public health challenge with the known consequences and long term problems including pain, permanent scarring and psychological trauma. Current available rehabilitation equipment is rudimentary, resource-intensive and lacks a human-centered design approach. Immersive Virtual Reality technologies may provide aid in this area, with prior studies showing positive effects that this technology has on reducing patient's physical pain, psychological trauma and improving movement. This study recognises the need for customised, measurable and goal-directed rehabilitation for burn patients. By conducting two ideation design sessions with health workers (session 1), and burn survivors and their carers (session 2), this study highlights the participants' perspectives on VR for burn rehabilitation such as the importance of patient agency, heat and healthy scarring. This work contributes core themes from survivors and health professionals to the field of design and computer human interaction that could inform future iterations of VR burn rehabilitation applications.","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":"9 40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86229032","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}
Shaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen
We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn early, which makes the player population and the relation between difficulty and churn evolve level by level. Our work demonstrates that player behavior predictions produced by DRL gameplay can be significantly improved by even a very simple population-level simulation of individual player differences, without requiring costly retraining of agents or collecting new DRL gameplay data for each simulated player.
{"title":"Predicting Game Difficulty and Churn Without Players","authors":"Shaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen","doi":"10.1145/3410404.3414235","DOIUrl":"https://doi.org/10.1145/3410404.3414235","url":null,"abstract":"We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn early, which makes the player population and the relation between difficulty and churn evolve level by level. Our work demonstrates that player behavior predictions produced by DRL gameplay can be significantly improved by even a very simple population-level simulation of individual player differences, without requiring costly retraining of agents or collecting new DRL gameplay data for each simulated player.","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":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81663482","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}
A. Krekhov, Daniel Preuß, S. Cmentowski, J. Krüger
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other words, the head-mounted display creates a barrier between the player and the audience. We contribute an alternative watching approach consisting of two major components: a dynamic view frustum that renders the game scene from the current spectator position and a one-way mirror in front of the screen. This mirror, together with our silhouetting algorithm, allows seeing the player's reflection at the correct position in the virtual world. An exploratory survey emphasizes the overall positive experience of the viewers in our setup. In particular, the participants enjoyed their ability to explore the virtual surrounding via physical repositioning and to observe the blended player during object manipulations. Apart from requesting a larger screen, the participants expressed a strong need to interact with the player. Consequently, we suggest utilizing our technology as a foundation for novel playful experiences with the overarching goal to transform the passive spectator into a collocated player.
{"title":"Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR","authors":"A. Krekhov, Daniel Preuß, S. Cmentowski, J. Krüger","doi":"10.1145/3410404.3414247","DOIUrl":"https://doi.org/10.1145/3410404.3414247","url":null,"abstract":"Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other words, the head-mounted display creates a barrier between the player and the audience. We contribute an alternative watching approach consisting of two major components: a dynamic view frustum that renders the game scene from the current spectator position and a one-way mirror in front of the screen. This mirror, together with our silhouetting algorithm, allows seeing the player's reflection at the correct position in the virtual world. An exploratory survey emphasizes the overall positive experience of the viewers in our setup. In particular, the participants enjoyed their ability to explore the virtual surrounding via physical repositioning and to observe the blended player during object manipulations. Apart from requesting a larger screen, the participants expressed a strong need to interact with the player. Consequently, we suggest utilizing our technology as a foundation for novel playful experiences with the overarching goal to transform the passive spectator into a collocated player.","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":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81034500","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}
Statistical Significance Testing -- or Null Hypothesis Significance Testing (NHST) -- is common to quantitative CHI PLAY research. Drawing from recent work in HCI and psychology promoting transparent statistics and the reduction of questionable research practices, we systematically review the reporting quality of 119 CHI PLAY papers using NHST (data and analysis plan at OSF.io). We find that over half of these papers employ NHST without specific statistical hypotheses or research questions, which may risk the proliferation of false positive findings. Moreover, we observe inconsistencies in the reporting of sample sizes and statistical tests. These issues reflect fundamental incompatibilities between NHST and the frequently exploratory work common to CHI PLAY. We discuss the complementary roles of exploratory and confirmatory research, and provide a template for more transparent research and reporting practices.
{"title":"Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency","authors":"Jan B. Vornhagen, April Tyack, Elisa D. Mekler","doi":"10.1145/3410404.3414229","DOIUrl":"https://doi.org/10.1145/3410404.3414229","url":null,"abstract":"Statistical Significance Testing -- or Null Hypothesis Significance Testing (NHST) -- is common to quantitative CHI PLAY research. Drawing from recent work in HCI and psychology promoting transparent statistics and the reduction of questionable research practices, we systematically review the reporting quality of 119 CHI PLAY papers using NHST (data and analysis plan at OSF.io). We find that over half of these papers employ NHST without specific statistical hypotheses or research questions, which may risk the proliferation of false positive findings. Moreover, we observe inconsistencies in the reporting of sample sizes and statistical tests. These issues reflect fundamental incompatibilities between NHST and the frequently exploratory work common to CHI PLAY. We discuss the complementary roles of exploratory and confirmatory research, and provide a template for more transparent research and reporting practices.","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":"42 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85710596","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}
{"title":"CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020","authors":"","doi":"10.1145/3410404","DOIUrl":"https://doi.org/10.1145/3410404","url":null,"abstract":"","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":"29 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83743585","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}
{"title":"CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020 - Companion Volume / Extended Abstracts","authors":"","doi":"10.1145/3383668","DOIUrl":"https://doi.org/10.1145/3383668","url":null,"abstract":"","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":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79848146","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}