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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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Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization 评估视觉设计对综合游戏测试数据可视化解释的影响
Nour Halabi, Günter Wallner, Pejman Mirza-Babaei
Making effective use of data generated from players interacting with games (often via playtesting to improve game quality) is a challenging task since the datasets are often mixed and very large. To address this, various visualization techniques have been introduced to help game developers cope with the data. However, there is a gap in research concerning the impact of different visual designs on the interpretation of gameplay data. In this paper, we propose four alternative visual designs of an aggregated visualization and assess how professional game developers interpret the data differently due to the changes in the visual designs. Our results provide an understanding and a supporting argument about the impact of the visual properties transparency and shading (both positive and negative) on the interpretation of the represented data. This is an important contribution to the field of Games User Research given the current move towards data-informed decision making and the popularity of data visualizations.
有效利用玩家与游戏互动产生的数据(通常是通过游戏测试来提高游戏质量)是一项具有挑战性的任务,因为数据集通常是混合的,而且非常大。为了解决这个问题,我们引入了各种可视化技术来帮助游戏开发者处理数据。然而,关于不同视觉设计对玩法数据解释的影响的研究还存在空白。在本文中,我们提出了四种聚合可视化的替代视觉设计,并评估了专业游戏开发者如何因视觉设计的变化而对数据进行不同的解释。我们的研究结果提供了关于视觉属性透明度和阴影(正面和负面)对所表示数据解释的影响的理解和支持论据。这是对游戏用户研究领域的重要贡献,因为当前的趋势是数据知情决策和数据可视化的流行。
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引用次数: 3
Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games 年龄吗?它在游戏中:通过纸牌游戏检测认知衰老的探索性研究
Karsten Gielis, K. Verbert, J. Tournoy, V. Abeele
We report on an exploratory study for assessing cognitive aging based on the acquisition and modeling of player data of commercial off-the-shelf games. To this end, candidates for digital biomarkers of cognitive performance were captured via FreeCell, from three distinctive age groups (18-25, 40-55, 65+) from 52 participants, playing for a total of 130 game rounds. Next, features were engineered and a machine learning model (Logistic Regression) was trained. We found features retained for the model to support theories on fluid intelligence and cognitive functions sensitive to cognitive aging. Performance metrics suggest that our model is successful in classifying young and older participants. However, classifying middle-aged players remains problematic. To conclude, this study suggests that commercial off-the-shelf games hold promise for the acquisition of digital biomarkers on cognitive aging and provides benchmark data for future studies. Nevertheless, as this is a first, exploratory study, further research is necessary.
我们报告了一项基于商业现成游戏的玩家数据获取和建模来评估认知老化的探索性研究。为此,研究人员通过FreeCell从52名参与者中收集了三个不同年龄组(18-25岁、40-55岁、65岁以上)的认知表现数字生物标志物候选人,共玩了130轮游戏。接下来,设计特征并训练机器学习模型(逻辑回归)。我们发现该模型保留了一些特征,以支持流体智力和认知功能对认知衰老敏感的理论。性能指标表明,我们的模型在对年轻和年长参与者进行分类方面是成功的。然而,对中年球员进行分类仍然存在问题。总之,这项研究表明,商业现成的游戏有望获得认知衰老的数字生物标志物,并为未来的研究提供基准数据。然而,由于这是第一次探索性研究,进一步的研究是必要的。
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引用次数: 2
Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay 跳出框框:反思游戏玩法中的凝视互动
Argenis Ramirez Gomez, Hans-Werner Gellersen
Gaze interaction in games moved from being a tool for accessibility to be at the core of mass-market game franchises, offering enhanced controller performance and greater immersion. We propose to explore three different popular gaze-based interaction mechanics to create novel opportunities in the game design space. We developed Twileyed, a collection of three games that challenge the "common" use of gaze as a pointer to navigate; select; and aim; to pose a challenging new way to play with the eyes. We used the games as data to reflect on the gaze design space. We asked users to play the games to validate them, and we observed their experience and strategies. Based on the observations, we discussed through 5 themes, the dimensions of gaze interactions and the potential outcomes to create engaging and playful gaze-enabled games. We contribute a position in gaze gameplay design, but also a conversation starter to engage the EyePlay research community.
游戏中的凝视互动从易用性工具变成了大众市场游戏的核心,提供了更好的控制器性能和更强的沉浸感。我们建议探索三种不同的基于注视的互动机制,以便在游戏设计领域创造新的机会。我们开发了《Twileyed》,这是一款包含三款游戏的合集,挑战了将凝视作为导航指针的“普遍”使用;选择;和目标;以一种具有挑战性的新方式来玩眼睛。我们使用游戏作为数据来反映凝视设计空间。我们让用户玩游戏来验证自己,观察他们的体验和策略。基于观察结果,我们讨论了5个主题,凝视互动的维度以及创造引人入胜且有趣的凝视游戏的潜在结果。我们在凝视游戏玩法设计中占有一席之地,同时也是EyePlay研究社区的对话发起者。
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引用次数: 11
Peer Feedback Processes in the Game Industry 游戏产业中的同伴反馈过程
Joseph Seering, Ray Mayol, Erik Harpstead, Tianying Chen, A. Cook, Jessica Hammer
A wide variety of design strategies, tools, and processes are used across the game industry. Prior work has shown that these processes are often collaborative, with experts in different domains contributing to different parts of the whole. However, the ways in which these professionals give and receive peer feedback have not yet been studied in depth. In this paper we present results from interviews with industry professionals at two game studios, describing the ways they give feedback. We propose a new, six step process that describes the full feedback cycle from making plans to receive feedback to reflecting and acting upon that feedback. This process serves as a starting point for researchers studying peer feedback in games, and allows for comparison of processes across different types of studios. It will also help studios formalize their understanding of their own processes and consider alternative processes that might better fit their needs.
游戏行业中使用的设计策略、工具和流程多种多样。先前的研究表明,这些过程通常是协作的,不同领域的专家为整体的不同部分做出贡献。然而,这些专业人士给予和接受同行反馈的方式尚未得到深入研究。在本文中,我们将呈现对两家游戏工作室的行业专业人士的采访结果,并描述他们给出反馈的方式。我们提出了一个新的六步流程,描述了从制定计划到接收反馈,再到对反馈进行反思和采取行动的完整反馈周期。这一过程是研究人员研究游戏中的同伴反馈的起点,并允许对不同类型工作室的过程进行比较。它还将帮助工作室形式化他们对自己流程的理解,并考虑可能更适合他们需求的替代流程。
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引用次数: 9
Recognizing Emotional Expression in Game Streams 识别游戏流中的情感表达
Shaghayegh Roohi, Elisa D. Mekler, Mikke Tavast, Tatu Blomqvist, Perttu Hämäläinen
Gameplay is often an emotionally charged activity, in particular when streaming in front of a live audience. From a games user research perspective, it would be beneficial to automatically detect and recognize players' and streamers' emotional expression, as this data can be used for identifying gameplay highlights, computing emotion metrics or to select parts of the videos for further analysis, e.g., through assisted recall. We contribute the first automatic game stream emotion annotation system that combines neural network analysis of facial expressions, video transcript sentiment, voice emotion, and low-level audio features (pitch, loudness). Using human-annotated emotional expression data as the ground truth, we reach accuracies of up to 70.7%, on par with the inter-rater agreement of the human annotators. In detecting the 5 most intense events of each video, we reach a higher accuracy of 80.4%. Our system is particularly accurate in detecting clearly positive emotions like amusement and excitement, but more limited with subtle emotions like puzzlement.
游戏玩法通常是一种充满情感的活动,尤其是在面对现场观众时。从游戏用户研究的角度来看,自动检测和识别玩家和主播的情感表达将是有益的,因为这些数据可以用于识别游戏玩法亮点,计算情感指标或选择视频的部分进行进一步分析,例如,通过辅助回忆。我们贡献了第一个自动游戏流情感注释系统,该系统结合了面部表情、视频记录情感、语音情感和低级音频特征(音高、响度)的神经网络分析。使用人类注释的情感表达数据作为基础事实,我们达到了高达70.7%的准确率,与人类注释者的评分一致性相当。在检测每个视频中最强烈的5个事件时,我们达到了80.4%的更高准确率。我们的系统在识别明显的积极情绪(如娱乐和兴奋)方面尤其准确,但在识别微妙的情绪(如困惑)方面则更为有限。
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引用次数: 5
Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience 数字游戏中的升级道具:虚幻游戏元素对玩家体验的奖励效应
A. Denisova, Eliott Cook
Power-ups are a type of game reward that allow the player to customise their experience by altering gameplay for a short period of time. Despite the wide use of power-ups in video games, little is known about their effect on gaming experiences. To explore this, we conducted an experimental study that compares the experiences of players depending on their exposure to power-ups in a recreational video game. The results show that players who collected power-ups felt significantly more immersed in the game, experienced more autonomy, but did not feel more competent or challenged than those who played the game without these collectables. Interestingly, a similar effect was observed for those players who picked up 'placebo' power-ups, despite the items having no effect on the gameplay. We provide a discussion of these results and their implications both for games user researchers and game designers.
升级道具是一种游戏奖励,允许玩家在短时间内通过改变游戏玩法来定制自己的体验。尽管升级道具在电子游戏中被广泛使用,但它们对游戏体验的影响却鲜为人知。为了探究这一点,我们进行了一项实验研究,比较了玩家在休闲电子游戏中的升级体验。结果显示,收集升级道具的玩家明显更沉浸于游戏中,体验到更多自主权,但并不觉得自己比那些没有收集道具的玩家更有能力或更具挑战性。有趣的是,对于那些选择“安慰剂”升级道具的玩家也观察到了类似的效果,尽管这些道具对游戏玩法没有影响。我们将讨论这些结果及其对游戏用户研究者和游戏设计师的启示。
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引用次数: 16
Playful Human-Food Interaction Research: State of the Art and Future Directions 好玩的人与食物互动研究:艺术现状和未来方向
Ferran Altarriba Bertran, D. Wilde, Erno Berezvay, K. Isbister
In response to calls for sense-making in the field of Human-Food Interaction, we offer a systematic review of a subset of HFI works that we call Playful HFI-interventions that use game- or play-inspired mechanisms to add value to food-related experiences. To support our review, we offer a conceptual model of Playful HFI informed by: (i) the 34 publications in our dataset; (ii) theories of play, games and HFI; and (iii) previous reviews of play-related HCI. Our conceptual model and review characterise the current state of Playful HFI, highlight resemblances and differences with the broader field of HFI as a whole and surface challenges and opportunities in this new and exciting design space. Our contribution will help HFI scholars to explore new and increasingly playful avenues for the future of food technology and will empower the HFI community to better position (and critically reflect on) future research at the intersection of play, technology and food.
为了响应人类与食物互动领域的意义构建需求,我们对HFI作品的一个子集进行了系统回顾,我们称之为好玩的HFI-使用游戏或游戏启发机制为食物相关体验增加价值的干预措施。为了支持我们的综述,我们提供了一个好玩的HFI概念模型,该模型由:(i)我们数据集中的34篇出版物;(ii)游戏、游戏和HFI的理论;(iii)先前对游戏相关HCI的审查。我们的概念模型和回顾描述了Playful HFI的现状,强调了与整个HFI更广泛领域的相似之处和差异,并在这个令人兴奋的新设计领域提出了挑战和机遇。我们的贡献将帮助HFI学者为未来的食品技术探索新的、越来越有趣的途径,并将使HFI社区能够更好地定位(并批判性地反思)未来在游戏、技术和食品交叉领域的研究。
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引用次数: 38
Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children 把你的书变成一个游戏:提高动机通过有形的互动和叙事反馈在儿童AR数学游戏
Jingya Li, E. D. Spek, Jun Hu, L. Feijs
Augmented reality game-based learning has become an emerging trend in the field of education as it has the potential to increase children's learning motivation for subjects such as mathematics. However, to achieve the benefits for children effectively, AR serious games need to be appropriately designed, especially in respect to their novel interactions and representation paradigms. In this paper, we report on an exploratory experiment to investigate how different interaction techniques (digital screen-touch interaction vs real-world tangible interaction) and different feedback mechanisms (non-diegetic feedback vs diegetic feedback) affect 7-8-year-old children's motivation for mathematics learning. Our results show that diegetic feedback led to the game being considered significantly more enjoyable, as well as inducing greater feelings of competence and autonomy; screen-touch interaction versus tangible interaction did not change motivation directly, nor did we find interaction effects between the presentation and interaction modes. By analyzing the results and based on previous studies, we identify recommendations for designers to develop motivating serious AR games for children.
基于增强现实游戏的学习已经成为教育领域的一种新兴趋势,因为它有可能增加儿童对数学等科目的学习动机。然而,为了有效地为儿童带来好处,AR严肃游戏需要进行适当的设计,特别是在其新颖的互动和表现范式方面。本文通过一项探索性实验,探讨了不同互动技术(数字触屏互动与现实世界有形互动)和不同反馈机制(非叙事化反馈与叙事化反馈)对7-8岁儿童数学学习动机的影响。我们的研究结果表明,叙事反馈会让游戏变得更有趣,也会让玩家产生更强的能力感和自主性;触屏互动与有形互动并没有直接改变动机,我们也没有发现呈现和互动模式之间的互动效果。通过分析结果并基于先前的研究,我们确定了设计师为儿童开发激励严肃AR游戏的建议。
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引用次数: 18
Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games 游戏时按暂停键:比较游戏中技能发展的间隔练习
Colby Johanson, C. Gutwin, Jason T. Bowey, R. Mandryk
Games allow players to fulfill the need for competence by providing well-designed, increasingly difficult challenges. To meet these challenges, players repeatedly attempt to achieve objectives---and through this repetition, they improve their game skills. Players are keenly aware of whether they are making progress during these attempts, and they want to get better as quickly as possible. Previous research suggests that one way of improving skill development is by taking breaks between periods of activity (called "spaced practice''). However, there is little knowledge about whether this idea works in games, what the optimal break length is, and whether the effects last. We carried out a study comparing spaced and continuous practice in a Super Hexagon clone, using five-minute play intervals and five break lengths (no break, two minutes, five minutes, ten minutes, one day). We found that spaced practice led to significant gains in performance, particularly for novices. This result shows that players can achieve an immediate improvement in skill development, simply by scheduling short breaks in their play session; designers can also make use of this result by building rest periods into the structure of their games. Our study also indicated that breaks are valuable both in the short and the longer term---in a retention test after one day, all of the groups performed similarly, suggesting that even if a player does not use spaced practice initially, taking a break after the play session can still lead to improvements. Our study provides new information that can aid in the design of practice schedules for perceptual-motor tasks in games.
游戏允许玩家通过提供精心设计的、难度越来越大的挑战来满足对能力的需求。为了应对这些挑战,玩家会不断尝试实现目标——通过这种重复,他们可以提高自己的游戏技能。玩家会敏锐地意识到自己在这些尝试中是否取得了进步,他们想要尽快变得更好。先前的研究表明,提高技能发展的一种方法是在活动期间休息(称为“间隔练习”)。然而,关于这一理念是否适用于游戏,最佳休息时间是多少,以及效果是否持续,我们却知之甚少。我们在《Super Hexagon》克隆游戏中进行了一项比较间隔练习和连续练习的研究,使用5分钟的游戏间隔和5种休息时间(无休息、2分钟、5分钟、10分钟、一天)。我们发现间隔练习能显著提高成绩,尤其是对新手而言。这一结果表明,玩家只需在游戏过程中安排短暂的休息时间,就能迅速提高技能;设计师还可以利用这一结果,在游戏结构中添加休息时间。我们的研究还表明,休息在短期和长期都是有价值的——在一天后的记忆测试中,所有小组的表现都相似,这表明即使玩家一开始没有使用间隔练习,在游戏之后休息一下仍然可以导致进步。我们的研究提供了新的信息,可以帮助设计游戏中知觉运动任务的练习时间表。
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引用次数: 19
Interactive Soft Toys for Infants and Toddlers - Design Recommendations for Age-appropriate Play 婴幼儿互动软玩具-适合年龄的游戏设计建议
Michaela Honauer, P. Moorthy, E. Hornecker
Very young children (below three) are characterized by sensory-motor exploration and pre-cognitive development. There is little work on interactive toys for this age group. This raises the question of what interactions are developmentally appropriate at this age. We here propose recommendations for designing meaningful interactive toys, gained from designing an interactive soft (textile) book prototype, testing it with children and discussion of observations with parents, as well as three expert interviews. Recommendations concern what types of interactions to implement (transparent and one-step), inviting full-body activity and exploration with all senses, what kind of effects to generate (appropriate for children's abilities, being predictable, with clear relation to real-world experiences, but also accounting for the needs of caregivers), and the importance of allowing for shared experience.
非常小的孩子(三岁以下)的特点是感觉-运动探索和前认知发展。很少有针对这个年龄段的互动玩具。这就提出了一个问题,在这个年龄段,什么样的互动是适合发展的。本文通过设计一个交互式软(纺织)书原型,让孩子们进行测试,与家长讨论观察结果,以及三次专家访谈,提出了设计有意义的互动玩具的建议。建议涉及实施哪种类型的互动(透明和一步),邀请所有感官的全身活动和探索,产生什么样的效果(适合儿童的能力,可预测,与现实世界的经验有明确的关系,但也考虑到照顾者的需求),以及允许共享经验的重要性。
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引用次数: 6
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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