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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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Factors to Consider for Tailored Gamification 量身定制游戏化需要考虑的因素
S. Hallifax, A. Serna, J. Marty, G. Lavoué, É. Lavoué
Gamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users' profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motivational impact of certain game elements varies with the user activity or the domain of gamified systems.
游戏化被广泛用于培养用户动机。最近的研究表明,根据用户的个性或玩家特征,他们或多或少会接受不同的游戏元素。因此,最近关于定制化游戏化的研究试图找出用户类型和激励游戏元素之间的联系。然而,由于不同的环境、不同的用户类型和不同的游戏元素执行,结果非常不一致。我们的工作旨在获得更普遍的发现,以便确定在根据用户配置定制游戏化时支持设计选择的主要因素,并为设计师提供设计定制游戏化系统的具体建议。为此,我们进行了一项有300名参与者的众包研究,以确定游戏元素的动机影响。我们的研究在三个方面不同于以前的工作:首先,它独立于特定的用户活动和领域;其次,它考虑了三种用户类型;第三,它清楚地区分了动机策略及其使用多种不同游戏元素的执行。我们的研究结果表明:(1)同一动机策略的不同实施对动机的影响不同;(2)主导用户类型不足以根据用户对游戏元素的偏好区分用户;(3)Hexad是定制游戏化的最合适的用户类型;(4)某些游戏元素的动机影响随着用户活动或游戏化系统的领域而变化。
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引用次数: 78
Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a Strategy Game 不只是女孩:通过策略游戏鼓励跨性别角色扮演并减少性别刻板印象
Geoff F. Kaufman, M. Flanagan, Gili Freedman
Harsher socio-cultural sanctions against cross-gender role play amongst boys versus girls create comparatively greater pressure for boys to adhere to traditional gender roles [29]. At the same time, strategically orchestrated play experiences may offer a potential means of counteracting this pressure. In the present research, a pair of randomized experiments, involving a strategy game that puts players in the role of princesses, revealed a positive impact of delaying the timing of the revelation of the characters' gender (Study 1) and reducing the degree of femininity of the illustrated representation of the characters (Study 2) on boys' evaluations of the game, level of experience-taking (identification and role assumption) with the princess characters, and shift in both gender perceptions and self-perceptions. Together, these findings illustrate that strategic design choices can facilitate boys' adoption of cross-gender personae and open the door to malleability in adherence to rigid gender roles and norms.
对男孩与女孩之间的跨性别角色扮演的严厉社会文化制裁,给男孩坚持传统性别角色带来了相对更大的压力[29]。与此同时,策略性地安排游戏体验可能会提供一种潜在的方法来抵消这种压力。在本研究中,通过两组随机实验,让参与者扮演公主角色的策略游戏,发现延迟角色性别的揭示时间(研究1)和减少角色插图的女性化程度(研究2)对男孩对游戏的评价、与公主角色的经验获取水平(认同和角色假设)有积极的影响。性别认知和自我认知的转变。综上所述,这些研究结果表明,战略性的设计选择可以促进男孩接受跨性别角色,并为遵守严格的性别角色和规范打开可塑性的大门。
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引用次数: 6
Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows 游戏还是直播?:手机即时智力竞赛节目的动机和社交体验
Soomin Kim, Gyuho Lee, Seo-young Lee, Sanghyuk Lee, Joonhwan Lee
Live quiz shows that make use of mobile applications embed aspects of both games and live streaming. To understand users' motivations and experiences related to these mobile quiz shows, we used a mixed-methods approach that includes interviews (N = 16) and a survey (N = 296). We conducted a thematic analysis of interviews to identify seven motivations, five of which were verified through a factor analysis of survey data: interactivity, offline integration, achievement, ease of enjoyment, and financial incentives. Moreover, we examined how those motivations influenced users' perceptions of the apps and their in-app behavior patterns. The motivations of offline integration and financial incentives positively affected users' frequency of app usage, their recommendation of the app, and their habitual usage. This result implies that, to drive persistent usage, it is important to foster social integration and to properly balance both the average chance of winning and the amount of distributed prize money. Furthermore, our results suggest new directions for using design implications to improve user engagement.
利用手机应用嵌入游戏和直播两方面的实时智力竞赛节目。为了了解用户对这些移动智力竞赛节目的动机和体验,我们使用了混合方法,包括访谈(N = 16)和调查(N = 296)。我们对访谈进行了专题分析,以确定七个动机,其中五个通过调查数据的因素分析得到验证:互动性、线下整合、成就、享受的便利性和财务激励。此外,我们还研究了这些动机如何影响用户对应用的看法和他们的应用内行为模式。线下整合的动机和财务激励对用户使用应用的频率、应用的推荐和习惯性使用产生积极影响。这一结果表明,要推动玩家持续使用游戏,就必须促进社交整合,并适当平衡平均获胜几率和分配奖金的数量。此外,我们的研究结果提出了使用设计暗示来提高用户参与度的新方向。
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引用次数: 1
ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment ARAPID:将众包测试整合到游戏开发环境中
Pratheep Kumar Paranthaman, Seth Cooper
Iterative playtesting of games is crucial, but remains a time consuming and ad-hoc process. In this work, we streamlined and systematized the playtesting process by adding support for crowdsourced, on-demand playtesting directly into a game development environment to test and evaluate platform games. Our system, called ARAPID (As Rapid As Possible Iterative Design), manages playtesting from a control panel in Unity and recruits players from Mechanical Turk. With this system, game designers can launch playtests and visualize results directly in the editor. To better understand and evaluate this approach, we ran three studies on two basic platform games. First, a game designer used ARAPID to playtest and rapidly iterate on the design of the games; we found the games were improved toward specific design goals. Second, we analyzed the impact of different forms of recruitment on playtesting speed; we found that pre-recruitment and over-recruitment of players can reduce the time needed to run playtests. Third, we analyzed the impact of players' familiarity with the game on the precision of playtest results; we found that whether or not players are allowed to replay the game can impact results.
游戏的迭代测试至关重要,但这仍然是一个耗时且临时的过程。在这项工作中,我们通过在游戏开发环境中直接添加对众包和按需游戏测试的支持来简化和系统化游戏测试过程,从而测试和评估平台游戏。我们的系统叫做ARAPID (As Rapid As Possible Iterative Design),通过Unity的控制面板管理游戏测试,并从Mechanical Turk招募玩家。有了这个系统,游戏设计师可以直接在编辑器中启动游戏测试并可视化结果。为了更好地理解和评估这种方法,我们对两款基本平台游戏进行了三项研究。首先,游戏设计师使用ARAPID进行游戏测试并快速迭代游戏设计;我们发现游戏朝着特定的设计目标进行了改进。其次,我们分析了不同形式的招聘对游戏测试速度的影响;我们发现预先招募和过度招募玩家可以减少运行游戏测试所需的时间。第三,我们分析了玩家对游戏的熟悉程度对游戏测试结果准确性的影响;我们发现是否允许玩家重玩游戏会影响结果。
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引用次数: 3
Effects of Background Music on Risk-Taking and General Player Experience 背景音乐对冒险行为和一般玩家体验的影响
Katja Rogers, Matthias Jörg, M. Weber
Music affects our emotions and behaviour in real life, yet despite its prevalence in games, we have a limited understanding of its potential as a tool to explicitly influence player experience and behaviour in games. In this work, we investigate whether we can affect players' risk-taking behaviour through the presence and attributes of background music. We built a game that operationalizes risk behaviour by repeatedly giving players the choice between a safe but less rewarding course, and a risky but potentially more rewarding course. In a mixed-design user study (N=60), we explored the impact of music presence, tempo, and affective inflection on players' in-game risk behaviour and overall player experience. We found an effect of music presence on risk behaviour in the first playthrough, i.e., in the absence of other prior knowledge about the game. Further, music affect and tempo affected player immersion, as well as experienced mastery and challenge. Based on these findings, we discuss implications for game design and future research directions.
音乐在现实生活中影响着我们的情绪和行为,尽管它在游戏中很流行,但我们对它作为一种明确影响玩家体验和行为的工具的潜力的理解有限。在这项工作中,我们调查了我们是否可以通过背景音乐的存在和属性影响玩家的冒险行为。我们创造了一款能够操作风险行为的游戏,即反复让玩家在安全但回报较低的路线和冒险但回报较高的路线之间做出选择。在一项混合设计用户研究中(N=60),我们探索了音乐呈现、节奏和情感变化对玩家在游戏中的风险行为和整体玩家体验的影响。我们发现在第一次游戏过程中,音乐的存在会影响玩家的冒险行为,也就是说,在玩家不了解游戏的情况下。此外,音乐影响和节奏影响玩家的沉浸感,以及经验掌握和挑战。基于这些发现,我们将讨论对游戏设计的启示和未来的研究方向。
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引用次数: 23
Proceedings of the Annual Symposium on Computer-Human Interaction in Play 游戏中的人机交互年度研讨会论文集
Joan Arnedo, L. Nacke
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引用次数: 30
The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters 自信在有说服力的非玩家机器人角色的故事叙述游戏中的作用
R. B. Paradeda, M. J. Ferreira, Raquel Oliveira, C. Martinho, A. Paiva
Can social agents be assertive and persuade users? To what extent do the persuasion abilities of robots depend on the users' own traits? In this paper, we describe the results of a study in which participants interacted with robotic Non-Player Characters (NPC) displaying different levels of assertiveness (high and low), in a storytelling scenario. We sought to understand how the level of assertiveness displayed by the robots impacted the participants' decision-making process and game experience. Our results suggest that NPCs displaying lower levels of assertiveness evoke more positive emotional responses but are not more effective at influencing players' decisions when compared to NPCs displaying higher levels of this trait. However, NPCs displaying a personality trait are more effective persuaders than NPCs not displaying this feature. Overall, this paper highlights the importance of considering the player's personality and its relation to task-specific attributes during the process of game design.
社会代理能否自信并说服用户?机器人的说服能力在多大程度上取决于用户自身的特点?在本文中,我们描述了一项研究的结果,在该研究中,参与者与机器人非玩家角色(NPC)进行互动,这些角色在讲故事的场景中表现出不同程度的自信(高和低)。我们试图了解机器人表现出的自信程度如何影响参与者的决策过程和游戏体验。我们的研究结果表明,表现出较低自信水平的npc会引起更积极的情绪反应,但与表现出较高自信水平的npc相比,它们在影响玩家决策方面并不更有效。然而,呈现个性特征的npc比不呈现个性特征的npc更能说服别人。总之,本文强调了在游戏设计过程中考虑玩家个性及其与任务特定属性的关系的重要性。
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引用次数: 9
"It Started as a Joke": On the Design of Idle Games “它始于一个笑话”:关于闲置游戏的设计
Katta Spiel, Sultan A. Alharthi, Andrew Jian-lan Cen, Jessica Hammer, L. Nacke, Z. Toups, Theresa Jean Tanenbaum
With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers' perspectives on idle games and their design to a growing body of literature on the genre.
在空闲游戏中,主动退出游戏是游戏玩法的重要组成部分,因为玩家会等待游戏状态随时间变化。这种互动模式是技术在我们生活中角色变化的典范。然而,闲置游戏的设计元素却很少被理解,尤其是从开发者的角度来看。我们采访了来自6款不同流行空闲游戏的6位设计师,并询问了他们各自的方法。通过主题分析,我们完善并扩展了空闲游戏作为一种类型的现有定义,揭示了其设计中带有道德意识的实践,并确定了游戏和过程之间的共同核心特征。然后我们生成关于空闲游戏设计的中级知识。我们的工作将设计师对空闲游戏及其设计的看法贡献给了这类题材的文学作品。
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引用次数: 10
Astaire 阿斯泰尔
Zhuoming Zhou, Elena Márquez Segura, Jared Duval, Michael John, K. Isbister
Despite the growth of Virtual Reality (VR), the design space of collocated social play in VR remains narrow. Here we present Astaire, a collaborative hybrid VR dance game for two players sharing an HTC Vive VR system. The game resulted from a design research process using embodied design methods, and drawing upon concepts in HCI and Play Design, including social affordances, and asymmetric and interdependent play. Here we present insights from a study playtesting Astaire alongside two VR games that inspired ours: Keep Talking and Nobody Explodes (KTNE), and Audioshield. We examined players' and spectators' enjoyment, and interpersonal relationships, which were self-reported higher for Astaire. Using data from semi-structured interviews, we foreground design elements that impacted our participants' play experience, grouped under the themes of balance of players' roles, the physicality afforded by the game, and the social experience enabled. Our work contributes to opening the design space of hybrid collocated VR--through our game, we surface inspirational design concepts in HCI, and share design knowledge gained during our design process.
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引用次数: 29
Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream 理解冰淇淋有趣的味觉体验设计
Yan Wang, Zhuying Li, Robert S. Jarvis, A. Russo, R. A. Khot, F. Mueller
There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of "playful gustosonic experiences", we present a design and study of a novel capacitive-sensing ice cream cone, "iScream!". In a study with 32 participants, the cone played four different sounds (a roaring, crunchy, giggling, and burping sound in order to explore fantasy facilitation, food congruency, anthropomorphism and bodily response) when eating ice cream. The results are two themes derived from six findings each, which detail how players explored the different auditory interaction possibilities with their eating actions while the sounds in turn modified those eating actions. Based on these findings, we present four design tactics for designers aiming to create playful gustosonic experiences to ultimately facilitate a more playful relationship with food.
越来越多的趋势是探索数字游戏和饮食的融合,以支持与食物的有趣关系。我们注意到,尽管交互式声音在数字游戏设计中很流行,但在这一趋势中却只受到了有限的关注。为了帮助理解“有趣的味觉体验”,我们设计和研究了一种新型的电容感应冰淇淋筒,“iScream!”在一项有32名参与者参与的研究中,在吃冰淇淋时,锥体播放四种不同的声音(咆哮、嘎吱嘎吱、咯咯笑和打嗝的声音,以探索幻想促进、食物一致性、拟人化和身体反应)。结果是两个主题,每个主题源自6个发现,它们详细说明了玩家如何探索不同的听觉互动可能性与他们的进食行为,而声音反过来又改变了这些进食行为。基于这些发现,我们为设计师提出了四种设计策略,旨在创造有趣的味觉体验,最终促进与食物之间更有趣的关系。
{"title":"Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream","authors":"Yan Wang, Zhuying Li, Robert S. Jarvis, A. Russo, R. A. Khot, F. Mueller","doi":"10.1145/3311350.3347194","DOIUrl":"https://doi.org/10.1145/3311350.3347194","url":null,"abstract":"There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of \"playful gustosonic experiences\", we present a design and study of a novel capacitive-sensing ice cream cone, \"iScream!\". In a study with 32 participants, the cone played four different sounds (a roaring, crunchy, giggling, and burping sound in order to explore fantasy facilitation, food congruency, anthropomorphism and bodily response) when eating ice cream. The results are two themes derived from six findings each, which detail how players explored the different auditory interaction possibilities with their eating actions while the sounds in turn modified those eating actions. Based on these findings, we present four design tactics for designers aiming to create playful gustosonic experiences to ultimately facilitate a more playful relationship with food.","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":"177 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74504455","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}
引用次数: 20
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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