Maximilian Altmeyer, Pascal Lessel, Marc Schubhan, Vladislav Hnatovskiy, A. Krüger
Washing hands is important for public health as it prevents spreading germs to other people. One of the most important factors in cleaning hands is the hand washing duration. However, people mostly do not wash their hands for a long enough time leading to infections and diseases for themselves and others. To counter this, we present "Germ Destroyer", a system consisting of a sensing device which can be mounted on the water tap and a mobile application providing gameful feedback to encourage users to meet the recommended duration. In the mobile application, users kill germs and collect points by washing their hands. Through a laboratory study (N=14) and a 10-day in-the-wild study (363 hand washing sessions), we found that Germ Destroyer enhances the enjoyment of hand washing, reduces the perceived hand washing duration, almost doubles the actual hand washing duration, and has the potential to reduce the risk of infection.
{"title":"Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms","authors":"Maximilian Altmeyer, Pascal Lessel, Marc Schubhan, Vladislav Hnatovskiy, A. Krüger","doi":"10.1145/3311350.3347157","DOIUrl":"https://doi.org/10.1145/3311350.3347157","url":null,"abstract":"Washing hands is important for public health as it prevents spreading germs to other people. One of the most important factors in cleaning hands is the hand washing duration. However, people mostly do not wash their hands for a long enough time leading to infections and diseases for themselves and others. To counter this, we present \"Germ Destroyer\", a system consisting of a sensing device which can be mounted on the water tap and a mobile application providing gameful feedback to encourage users to meet the recommended duration. In the mobile application, users kill germs and collect points by washing their hands. Through a laboratory study (N=14) and a 10-day in-the-wild study (363 hand washing sessions), we found that Germ Destroyer enhances the enjoyment of hand washing, reduces the perceived hand washing duration, almost doubles the actual hand washing duration, and has the potential to reduce the risk of infection.","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":"82 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76270719","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}
GRIS is the journey of a girl dealing with the most painful experience in her life. Explaining this story with no words or dialogue has been a great challenge for Nomada Studio. Adrian Cuevas will explain the process of creation for GRIS, showing the different tools, references and ideas that were used during the production of the game. Art, Music, Animation, Game Design, ... everything is extremely important to have a consistent narrative and engage the player with a story that will not be told. On top of that GRIS targets all kind of audience, even people that are not used to play video games. This will brought more challenges to the design and construction of the game. Adrian will talk about some of the decisions that were made to make the game more appealing to non-gamers.
{"title":"The Creativity Process behind GRIS","authors":"Adrián Cuevas","doi":"10.1145/3311350.3357717","DOIUrl":"https://doi.org/10.1145/3311350.3357717","url":null,"abstract":"GRIS is the journey of a girl dealing with the most painful experience in her life. Explaining this story with no words or dialogue has been a great challenge for Nomada Studio. Adrian Cuevas will explain the process of creation for GRIS, showing the different tools, references and ideas that were used during the production of the game. Art, Music, Animation, Game Design, ... everything is extremely important to have a consistent narrative and engage the player with a story that will not be told. On top of that GRIS targets all kind of audience, even people that are not used to play video games. This will brought more challenges to the design and construction of the game. Adrian will talk about some of the decisions that were made to make the game more appealing to non-gamers.","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":"153 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79623102","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}
L. Lehtonen, Maximus D. Kaos, Raine A. Kajastila, Leo Holsti, Janne Karsisto, Sami Pekkola, Joni Vähämäki, Lassi Vapaakallio, Perttu Hämäläinen
Insufficient physical activity motivation is a major public health problem. Exergames-games requiring physical exertion-can be designed to support motivation. For example, granting superhuman movement abilities to players has been shown to support one's feeling of competence, an innate human need and a core intrinsic motivation factor posited by self-determination theory. In this paper, we present Super Stomp, a multiplayer mixed-reality trampoline game that empowers movement by exaggerating jump height both in the real world and in the game. We contribute a novel dual-trampoline game system and game mechanics for implementing engaging multiplayer gameplay. This provides an exemplar of satisfying the challenging constraints that real-world movement empowerment technology can impose on exergame movement safety and feasibility. We further contribute insights into the effect of empowering movement on need satisfaction through an in-the-wild study involving 26 participants who played Super Stomp at an indoor activity park.
{"title":"Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game","authors":"L. Lehtonen, Maximus D. Kaos, Raine A. Kajastila, Leo Holsti, Janne Karsisto, Sami Pekkola, Joni Vähämäki, Lassi Vapaakallio, Perttu Hämäläinen","doi":"10.1145/3311350.3347181","DOIUrl":"https://doi.org/10.1145/3311350.3347181","url":null,"abstract":"Insufficient physical activity motivation is a major public health problem. Exergames-games requiring physical exertion-can be designed to support motivation. For example, granting superhuman movement abilities to players has been shown to support one's feeling of competence, an innate human need and a core intrinsic motivation factor posited by self-determination theory. In this paper, we present Super Stomp, a multiplayer mixed-reality trampoline game that empowers movement by exaggerating jump height both in the real world and in the game. We contribute a novel dual-trampoline game system and game mechanics for implementing engaging multiplayer gameplay. This provides an exemplar of satisfying the challenging constraints that real-world movement empowerment technology can impose on exergame movement safety and feasibility. We further contribute insights into the effect of empowering movement on need satisfaction through an in-the-wild study involving 26 participants who played Super Stomp at an indoor activity park.","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":"93 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88545283","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}
Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have found their way into consumer homes. In this paper, we sought to understand what shifts have taken place within the two years since consumer VR became available. In this paper, we consider what can be learned about long-term use of consumer VR through an analysis of discussions in online forums devoted to VR. We gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive's release. We present the results from an in-depth qualitative analysis concerning immersion, presence, and simulator sickness. Over time, as users moved from passive to active, their attitudes and expectations towards immersion and simulator sickness matured. Major trends of interest found were game design implementation and locomotion techniques.
{"title":"An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games","authors":"John Porter, Andrew C. Robb","doi":"10.1145/3311350.3347159","DOIUrl":"https://doi.org/10.1145/3311350.3347159","url":null,"abstract":"Since the release of the Oculus Rift CV1 in 2016, millions of VR headsets have found their way into consumer homes. In this paper, we sought to understand what shifts have taken place within the two years since consumer VR became available. In this paper, we consider what can be learned about long-term use of consumer VR through an analysis of discussions in online forums devoted to VR. We gathered posts made on the /r/Vive subreddit from the first two years after the HTC Vive's release. We present the results from an in-depth qualitative analysis concerning immersion, presence, and simulator sickness. Over time, as users moved from passive to active, their attitudes and expectations towards immersion and simulator sickness matured. Major trends of interest found were game design implementation and locomotion techniques.","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":"75 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74176083","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}
Sabbir Ahmad, Andy Bryant, Erica Kleinman, Zhaoqing Teng, Truong-Huy D. Nguyen, M. S. El-Nasr
Modeling players' behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we present a new methodology, called Interactive Behavior Analytics (IBA), comprised of two visualization systems, a labeling mechanism, and abstraction algorithms that use Dynamic Time Wrapping and clustering algorithms. The methodology is packaged in a seamless interface to facilitate knowledge discovery from game data. We demonstrate the use of this methodology with data from two multiplayer team-based games: BoomTown, a game developed by Gallup, and DotA 2. The results of this work show the effectiveness of this method in modeling, and developing human-interpretable models of team and individual behavior.
{"title":"Modeling Individual and Team Behavior through Spatio-temporal Analysis","authors":"Sabbir Ahmad, Andy Bryant, Erica Kleinman, Zhaoqing Teng, Truong-Huy D. Nguyen, M. S. El-Nasr","doi":"10.1145/3311350.3347188","DOIUrl":"https://doi.org/10.1145/3311350.3347188","url":null,"abstract":"Modeling players' behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we present a new methodology, called Interactive Behavior Analytics (IBA), comprised of two visualization systems, a labeling mechanism, and abstraction algorithms that use Dynamic Time Wrapping and clustering algorithms. The methodology is packaged in a seamless interface to facilitate knowledge discovery from game data. We demonstrate the use of this methodology with data from two multiplayer team-based games: BoomTown, a game developed by Gallup, and DotA 2. The results of this work show the effectiveness of this method in modeling, and developing human-interpretable models of team and individual behavior.","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":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82261646","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}
Dmitry Alexandrovsky, M. A. Friehs, M. Birk, Rowan K. Yates, R. Mandryk
Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction---called snacking ---may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.
{"title":"Game Dynamics that Support Snacking, not Feasting","authors":"Dmitry Alexandrovsky, M. A. Friehs, M. Birk, Rowan K. Yates, R. Mandryk","doi":"10.1145/3311350.3347151","DOIUrl":"https://doi.org/10.1145/3311350.3347151","url":null,"abstract":"Player experience research tends to focus on immersive games that draw us into a single play session for hours; however, for casual games played on mobile devices, a pattern of brief daily interaction---called snacking ---may be most profitable for companies and most enjoyable for players. To inform the design of snacking games, we conducted a content analysis of game mechanics in successful commercial casual games known to foster this pattern. We identified five single-player game dynamics: Instant Rewards, Novelty, Mission Completion, Waiting, and Blocking. After situating them in theories of motivation, we developed a game in which game mechanics that foster each dynamic can be included individually, and conducted two studies to establish their relative efficacy in fostering the behavioural pattern of snacking, finding significant potential in Novelty and Waiting. Our work informs the design of games in which regular and brief interaction is desired.","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":"187 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89891043","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}
Gaze interaction in games is rapidly increasing with examples in mainstream franchises. This research focuses on investigating new opportunities for gaze-enable game design moving away from sensing-based dynamics grounded in gaze pointing and consider a user-centred approach which has its starting point in visual capabilities and metaphors of looking. This approach will lead to the development of examples that illustrate novel and playful experiences that can be designed thinking about how the players see rather than where and what they look at. This research aims to contribute to the understanding of how to create playful gaze-based experiences by providing a design framework and inspire designers to engage in the conversation to shape the future of gaze interaction in play.
{"title":"Exploring Gaze Interaction Design in Games: Playing with Vision","authors":"Argenis Ramirez Gomez","doi":"10.1145/3341215.3356333","DOIUrl":"https://doi.org/10.1145/3341215.3356333","url":null,"abstract":"Gaze interaction in games is rapidly increasing with examples in mainstream franchises. This research focuses on investigating new opportunities for gaze-enable game design moving away from sensing-based dynamics grounded in gaze pointing and consider a user-centred approach which has its starting point in visual capabilities and metaphors of looking. This approach will lead to the development of examples that illustrate novel and playful experiences that can be designed thinking about how the players see rather than where and what they look at. This research aims to contribute to the understanding of how to create playful gaze-based experiences by providing a design framework and inspire designers to engage in the conversation to shape the future of gaze interaction in play.","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":"33 1","pages":"55-61"},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87171492","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}
Erik Harpstead, Juan Sebastian Rios, Joseph Seering, Jessica Hammer
The rise of game streaming services has driven a complementary increase in research on such platforms. As this new area takes shape, there is a need to understand the approaches being used in the space, and how common practices can be shared and replicated between researchers with different disciplinary backgrounds. In this paper, we describe a formal literature review of game streaming research. Papers were coded for their research focus, primary method, and type of data collected. Across the prior work we found three common themes: (1) work that is readily supported by existing technical infrastructure, (2) work that does not require explicit technical support, (3) and work that would benefit from further technical development. By identifying these needs in the literature, we take the first step toward developing a research toolkit for game streaming platforms that can unify the breadth of methods being applied in the space.
{"title":"Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming","authors":"Erik Harpstead, Juan Sebastian Rios, Joseph Seering, Jessica Hammer","doi":"10.1145/3311350.3347149","DOIUrl":"https://doi.org/10.1145/3311350.3347149","url":null,"abstract":"The rise of game streaming services has driven a complementary increase in research on such platforms. As this new area takes shape, there is a need to understand the approaches being used in the space, and how common practices can be shared and replicated between researchers with different disciplinary backgrounds. In this paper, we describe a formal literature review of game streaming research. Papers were coded for their research focus, primary method, and type of data collected. Across the prior work we found three common themes: (1) work that is readily supported by existing technical infrastructure, (2) work that does not require explicit technical support, (3) and work that would benefit from further technical development. By identifying these needs in the literature, we take the first step toward developing a research toolkit for game streaming platforms that can unify the breadth of methods being applied in the space.","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":"3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89314702","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}
Rufat Rzayev, Sven Mayer, Christian Krauter, N. Henze
Virtual reality (VR) is commonly used for entertainment applications but is also increasingly employed for a large number of use cases such as digital prototyping or training workers. Here, VR is key to present an immersive secondary world. VR enables experiences that are close to reality, regardless of time and place. However, highly immersive VR can result in missing digital information from the real world, such as important notifications. For efficient notification presentation in VR, it is necessary to understand how notifications should be integrated in VR without breaking the immersion. Thus, we conducted a study with 24 participants to investigate notification placement in VR while playing games, learning, and solving problems. We compared placing notifications using a Head-Up Display, On-Body, Floating, and In-Situ in open, semi-open, and closed VR environments. We found significant effects of notification placement and task on how notifications are perceived in VR. Insights from our study inform the design of VR applications that support digital notifications.
{"title":"Notification in VR: The Effect of Notification Placement, Task and Environment","authors":"Rufat Rzayev, Sven Mayer, Christian Krauter, N. Henze","doi":"10.1145/3311350.3347190","DOIUrl":"https://doi.org/10.1145/3311350.3347190","url":null,"abstract":"Virtual reality (VR) is commonly used for entertainment applications but is also increasingly employed for a large number of use cases such as digital prototyping or training workers. Here, VR is key to present an immersive secondary world. VR enables experiences that are close to reality, regardless of time and place. However, highly immersive VR can result in missing digital information from the real world, such as important notifications. For efficient notification presentation in VR, it is necessary to understand how notifications should be integrated in VR without breaking the immersion. Thus, we conducted a study with 24 participants to investigate notification placement in VR while playing games, learning, and solving problems. We compared placing notifications using a Head-Up Display, On-Body, Floating, and In-Situ in open, semi-open, and closed VR environments. We found significant effects of notification placement and task on how notifications are perceived in VR. Insights from our study inform the design of VR applications that support digital notifications.","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":"39 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80805735","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}
C. Sylla, Elena Márquez Segura, Akeiylah Dewitt, A. Arif, E. Brooks
In user studies with children, it is important to use age appropriate evaluation tools to better understand their preferences, opinions, and thoughts. Here, we studied two accepted evaluation tools: The Five Degrees of Happiness, and the Sticky Ladder rating scale; together with the Paper Ladder, a paper version of the latter. Thirty-six preschoolers rated two creative and play activities ("Painting" and "Construction Blocks") and a game ("Musical Chairs") in terms of difficulty, enjoyment, and preference. Drawing from theories of embodied and distributed cognition, we performed a video analysis of the children's interactions with these tools, focusing on how each tool supported the children's cognitive processes and communication with the researcher. Here, we first describe children's embodied behavior and discuss how these were supported by design features and affordances of the tools. Then, we discuss strengths and shortcomings of each evaluation method. Last, we provide recommendations for their design, appropriation, and usage by researchers developing and evaluating playful solutions and games for children.
{"title":"Fiddling, Pointing, Hovering, and Sliding: Embodied Actions with Three Evaluation Tools for Children","authors":"C. Sylla, Elena Márquez Segura, Akeiylah Dewitt, A. Arif, E. Brooks","doi":"10.1145/3311350.3347170","DOIUrl":"https://doi.org/10.1145/3311350.3347170","url":null,"abstract":"In user studies with children, it is important to use age appropriate evaluation tools to better understand their preferences, opinions, and thoughts. Here, we studied two accepted evaluation tools: The Five Degrees of Happiness, and the Sticky Ladder rating scale; together with the Paper Ladder, a paper version of the latter. Thirty-six preschoolers rated two creative and play activities (\"Painting\" and \"Construction Blocks\") and a game (\"Musical Chairs\") in terms of difficulty, enjoyment, and preference. Drawing from theories of embodied and distributed cognition, we performed a video analysis of the children's interactions with these tools, focusing on how each tool supported the children's cognitive processes and communication with the researcher. Here, we first describe children's embodied behavior and discuss how these were supported by design features and affordances of the tools. Then, we discuss strengths and shortcomings of each evaluation method. Last, we provide recommendations for their design, appropriation, and usage by researchers developing and evaluating playful solutions and games for children.","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":"52 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91358833","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}