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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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Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms 细菌破坏者-一个游戏化的系统,以增加在共用浴室洗手的时间
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.
洗手对公共卫生很重要,因为它可以防止细菌传播给其他人。洗手最重要的因素之一是洗手的时间。然而,大多数人不洗手的时间不够长,导致自己和他人感染和疾病。为了解决这个问题,我们提出了“细菌破坏者”,这是一个由一个可以安装在水龙头上的传感设备和一个提供游戏反馈的移动应用程序组成的系统,以鼓励用户达到建议的持续时间。在这款手机应用中,用户可以通过洗手来杀菌和计分。通过一项实验室研究(N=14)和一项为期10天的野外研究(363次洗手),我们发现Germ Destroyer增强了洗手的乐趣,缩短了感知的洗手时间,几乎是实际洗手时间的两倍,并有可能降低感染风险。
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引用次数: 7
The Creativity Process behind GRIS GRIS背后的创意过程
Adrián Cuevas
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.
GRIS是一个女孩处理她生命中最痛苦的经历的旅程。对于Nomada工作室来说,用文字或对话来解释这个故事是一个巨大的挑战。Adrian Cuevas将解释GRIS的创作过程,展示在游戏制作过程中使用的不同工具,参考和想法。美术、音乐、动画、游戏设计……拥有连贯的叙述并让玩家沉浸在一个未被告知的故事中是非常重要的。最重要的是,GRIS瞄准了所有类型的用户,甚至是那些不习惯玩电子游戏的人。这将给游戏的设计和构造带来更多的挑战。Adrian将谈论一些让游戏对非玩家更有吸引力的决策。
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引用次数: 1
Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game 在多人混合现实蹦床游戏中的运动授权
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.
体育活动动机不足是一个主要的公共卫生问题。运动游戏——需要身体锻炼的游戏——可以被设计成支持动机。例如,赋予玩家超人的移动能力能够支持玩家的能力感,这是一种与生俱来的人类需求,也是自我决定理论所提出的核心内在动机因素。在本文中,我们将呈现《Super Stomp》,这是一款多人混合现实蹦床游戏,通过夸大现实世界和游戏中的跳跃高度来增强运动。我们贡献了一个新颖的双蹦床游戏系统和游戏机制,以实现引人入胜的多人游戏玩法。这提供了一个范例,以满足现实世界的运动授权技术对游戏运动安全性和可行性施加的挑战性约束。通过一项野外研究,我们进一步深入研究了授权运动对需求满意度的影响,该研究涉及26名参与者,他们在室内活动公园玩超级跺脚。
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引用次数: 23
An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games 消费者对VR游戏中存在感和模拟器病的纵向趋势分析
John Porter, Andrew C. Robb
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.
自2016年Oculus Rift CV1发布以来,数以百万计的VR头显已经进入了消费者的家庭。在本文中,我们试图了解自消费者虚拟现实问世以来的两年内发生了哪些变化。在本文中,我们通过分析在线论坛上关于虚拟现实的讨论,考虑了消费者长期使用虚拟现实可以学到什么。我们收集了在HTC Vive发布后的头两年里reddit /r/Vive版块上的帖子。我们提出的结果从深入的定性分析有关沉浸,在场,和模拟器病。随着时间的推移,随着用户从被动转向主动,他们对沉浸感和模拟器疾病的态度和期望也逐渐成熟。我们发现的主要趋势是游戏设计执行和移动技术。
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引用次数: 11
Modeling Individual and Team Behavior through Spatio-temporal Analysis 基于时空分析的个体和团队行为建模
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.
在过去的几年里,模拟玩家在游戏中的行为得到了越来越多的关注。这一研究领域具有广泛的应用,包括建模学习者和理解玩家策略等。在本文中,我们提出了一种新的方法,称为交互式行为分析(IBA),它由两个可视化系统、一个标记机制和使用动态时间包裹和聚类算法的抽象算法组成。该方法被封装在一个无缝接口中,以方便从游戏数据中发现知识。我们用两款多人团队游戏(游戏邦注:分别是由Gallup开发的《BoomTown》和《DotA 2》)的数据来证明这种方法的使用。这项工作的结果显示了这种方法在建模和开发团队和个人行为的人类可解释模型方面的有效性。
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引用次数: 29
Exploring Gaze Interaction Design in Games: Playing with Vision 探讨游戏中的凝视交互设计:运用视觉
Argenis Ramirez Gomez
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.
以主流游戏为例,游戏中的凝视互动正在迅速增加。这项研究的重点是研究让游戏设计摆脱基于凝视指向的传感动态,并考虑以用户为中心的方法,这种方法的出发点是视觉能力和视觉隐喻。这一方法能够帮助我们创造出一些能够说明新颖且有趣体验的例子,即我们能够基于玩家如何看待游戏而不是他们所看到的地点和内容而进行设计。本研究旨在通过提供一个设计框架,帮助理解如何创造有趣的基于凝视的体验,并激励设计师参与对话,以塑造游戏中凝视互动的未来。
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引用次数: 1
Game Dynamics that Support Snacking, not Feasting 支持零食而非盛宴的游戏动态
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.
玩家体验研究倾向于关注沉浸式游戏,即将我们吸引到一个游戏回合中长达数小时;然而,对于在移动设备上玩的休闲游戏来说,一种被称为“零食”的简短日常互动模式可能对公司来说是最有利可图的,对玩家来说也是最愉快的。为了指导休闲游戏的设计,我们对成功的商业休闲游戏的游戏机制进行了内容分析。我们确定了5个单人游戏动态:即时奖励、新鲜感、任务完成、等待和阻碍。在将它们置于动机理论之后,我们开发了一款游戏,其中可以单独包含培养每种动态的游戏机制,并进行了两项研究,以确定它们在培养吃零食行为模式方面的相对功效,在新颖性和等待中发现了巨大的潜力。我们的工作为游戏设计提供了信息,这些游戏需要有规律的、简短的互动。
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引用次数: 18
Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming 走向Twitch研究工具包:游戏流媒体研究方法的系统回顾
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.
游戏流媒体服务的兴起推动了对这类平台的研究的补充增长。随着这个新领域的形成,有必要了解该领域正在使用的方法,以及如何在不同学科背景的研究人员之间共享和复制共同的实践。在本文中,我们描述了游戏流媒体研究的正式文献综述。论文根据其研究重点、主要方法和收集的数据类型进行编码。在之前的工作中,我们发现了三个共同的主题:(1)现有技术基础设施很容易支持的工作,(2)不需要明确技术支持的工作,(3)将从进一步的技术开发中受益的工作。通过识别文献中的这些需求,我们向开发游戏流媒体平台的研究工具包迈出了第一步,该工具包可以统一应用于该领域的各种方法。
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引用次数: 21
Unpacking the Audio Game Experience: Lessons Learned from Game Veterans 解析音频游戏经验:资深游戏开发者的经验教训
M. Urbanek, Florian Güldenpfennig
People with or without visual impairments play and enjoy audio games. While this genre of computer games has attracted a strong fan base and some attention in HCI, little research has been dedicated to the people who actually play audio games in their daily life. There is a pressing need to capture the viewpoints of authentic or expert players, designers and developers to advance audio game design. Thus, we give voice to seven game veterans of sound-based gaming, i.e., people who each have more than a decade of profound experience in playing or designing audio games. We conducted a total of 14 interviews and employed grounded theory methods to unpack their experiences. We found that audio games enriched their life through creativity, play, and social exchange. Those core concepts were influenced by peripheral concepts like, inter alia, aesthetics & enjoyability, accessibility, or the availability of audio games. We show how they relate to each other and discuss design implications.
有或没有视觉障碍的人都喜欢玩音频游戏。尽管这类电脑游戏吸引了大量粉丝,并在HCI领域引起了一些关注,但很少有研究专门针对那些在日常生活中真正玩音频游戏的人。我们迫切需要捕捉真正的或专业的玩家、设计师和开发者的观点,以推进音频游戏设计。因此,我们邀请了7位声音游戏元老,他们都拥有10年以上的音频游戏体验或设计经验。我们共进行了14次访谈,并采用扎根理论的方法来解读他们的经历。我们发现音频游戏通过创造力、玩法和社交交流丰富了他们的生活。这些核心概念受到外围概念的影响,如美学和乐趣、易用性或音频游戏的可用性。我们展示了它们是如何相互关联的,并讨论了设计含义。
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引用次数: 16
Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite 谁购买,为什么购买?解释在线生存游戏《堡垒之夜》的iap动机
Jie Cai, D. Y. Wohn, Guo Freeman
As a popular and free-to-play multiplayer online survival game, Fortnite not only offers novel game mechanics but also allows players to purchase special in-game items using real money. Based on an online survey of 215 Fortnite players, this paper investigates in-game behaviors that can be used to explain who is more likely to spend money in Fortnite. Specifically, players' motivations to spend real-life money were categorized; how the amount of spending was correlated with different motivations and behavioral factors was also analyzed. In contrast to prior virtual goods literature that associates in-game purchasing with social and task motivations, we found that motivations to make in-game purchases in Fortnite were less about assimilating with others and more about looking visually unique from others. We conclude by discussing how the survival genre of battle royale and other game affordances may explain these findings.
作为一款流行的免费多人在线生存游戏,《堡垒之夜》不仅提供了新颖的游戏机制,还允许玩家使用真钱购买特殊的游戏道具。基于对215名《堡垒之夜》玩家的在线调查,本文调查了可以用来解释谁更有可能在《堡垒之夜》中花钱的游戏内行为。具体来说,玩家在现实生活中花钱的动机被分类;研究还分析了消费金额与不同动机和行为因素之间的关系。与之前将游戏内购买与社交和任务动机联系在一起的虚拟商品文献不同,我们发现在《堡垒之夜》中进行游戏内购买的动机与其说是为了与他人同化,不如说是为了在视觉上与众不同。最后,我们讨论了大逃杀的生存类型和其他游戏启示如何解释这些发现。
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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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