12 research outputs found

    "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects

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    © Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2967934.2968088Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.Canadian Network for Research and Innovation in Machining Technology, Natural Sciences and Engineering Research Council of Canada Social Sciences and Humanities Research Council of CanadaPeer-reviewe

    Educational Games & Health Sciences

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    This webinar will begin with an overview of educational games and their benefits. Rina Wehbe, University of Waterloo, will speak about her research and recent game “Above Water” which informs people about strategies for coping with anxiety. Zeb Mathews, University of Tennessee, will speak about his game, “PubWizard” which quizzes graduate level informatics students\u27 knowledge of primary and secondary sources. This will be followed by an interactive exercise of exploring some of the National Institutes of Health (NIH) & National Library of Medicine (NLM) endorsed games. A Q&A session will follow. Are you interested in creating a game? We’ll have an exit survey to discuss hosting a game creation course. The learning objectives currently include the following: - Understand how educational games and gamification are unique - Learn about the possible benefits and advantages of learning with games - Better general understanding of the process of creating an educational game - Become acquainted with 2 educational games that intersect with the health sciences - Understand how basic game design elements are significant in educational games - Become familiar with some NIH & NLM endorsed games Outline:Introduction/Overview: 5-10 min.Rina Wehbe (Above Water): 20 min.Zeb Mathews (PubWizard): 20 min.Game Exercise: 15-20 min.Q&A & Survey: 5–10 min

    Materializing digital collecting: an extended view of digital materiality

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    If digital objects are abundant and ubiquitous, why should consumers pay for, much less collect them? The qualities of digital code present numerous challenges for collecting, yet digital collecting can and does occur. We explore the role of companies in constructing digital consumption objects that encourage and support collecting behaviours, identifying material configuration techniques that materialise these objects as elusive and authentic. Such techniques, we argue, may facilitate those pleasures of collecting otherwise absent in the digital realm. We extend theories of collecting by highlighting the role of objects and the companies that construct them in materialising digital collecting. More broadly, we extend theories of digital materiality by highlighting processes of digital material configuration that occur in the pre-objectification phase of materialisation, acknowledging the role of marketing and design in shaping the qualities exhibited by digital consumption objects and consequently related consumption behaviours and experiences

    A Framework and Taxonomy of Videogame Playing Preferences

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    © Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play.Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants’ preferences and discuss the implications of these findings.NSERC || RGPIN-418622-2012 SSHRC || 895-2011-1014, IMMERSe CFI || 35819 Mitacs || IT07255 SWaGUR CNPq, Brazi

    Towards a Trait Model of Video Game Preferences

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    This is an Accepted Manuscript of an article published by Taylor & Francis in International Journal of Human-Computer Interaction on 2018-04-19, available online: https://doi.org/10.1080/10447318.2018.1461765Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations toward a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analyzed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, esthetic, and goal orientation. Furthermore, we analyzed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participants’ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.NSERC || RGPIN-418622-2012, Discovery, SWaGUR CREATE SSHRC || 895-2011-1014, IMMERSe CFI || 35819 Mitacs || IT07255 CNPq, Brasil NSERC Bantin

    The Investigation of Augmented Reality Marketing Tool Creation and Adaptability in Retail

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    This research paper investigates the potential integration of Augmented Reality (AR) into marketing strategies for small businesses, with a focus on how AR games can influence customer purchase journey. The research examines the concept of flow within AR experiences, emphasizing playfulness and perceived enjoyment as key factors in influencing consumer behaviour. The research work employs Research though Design (RtD) methodology to first create three prototype and use self-evaluation as a key method to evaluate the prototypes. This research paper demonstrates the prototype development and evaluates the prototype development process, investigating the practical application of AR for engaging retail customers. It also highlights the potential for AR to revolutionize retail environments. The research paper discusses the ethical implications of AR technology, including the discussion on the authority to augment spaces and the manipulation of consumer behavior. This research paper underscores the commercial potential and persuasive power of AR games in the retail sector, advocating for ethical practices in their deployment

    Videopelien kosmeettisista virtuaalihyödykkeistä koettu arvo

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    Videopeleistä on tullut vakiintunut osa viihdeteollisuutta ja kulutuskulttuuria sekä yleinen osa ihmisten päivittäistä elämää. Tänä päivänä virtuaalihyödykkeiden kuluttaminen on merkittävä videopelaamisen osa-alue. Virtuaalihyödykkeistä on tullut yksi suurimmista online-kulutuksen kohteista pelaajille ja niiden myymisestä tärkein ansaintamalli pelikehittäjille. Virtuaalihyödykkeiden myynnin räjähtänyt kasvu on osoittanut, että pelaajilla on tarve kerätä, luoda, esitellä ja erottautua sekä menestyä pelimaailmojen sisällä. Yksi merkittävimmistä virtuaalihyödykkeiden kategorioista on kosmeettinen virtuaalihyödyke, joka on esteettinen attribuutti, kuten pelihahmoon tai pelihahmon esineen ulkonäköön kohdistuva muutos, pelihahmon titteli tai uusi animaatio. Tämän tutkimuksen tarkoituksena on analysoida kosmeettisten virtuaalihyödykkeiden ostamisesta ja käyttämisestä koettua arvoa. Markkinoinnin aiempaan tutkimukseen pohjautuen koettua arvoa tarkasteltiin hyödyistä ja uhrauksista muodostuvana. Koettujen hyötyjen ja uhrausten tunnistamiseen käytettiin taloudellisen, toiminnallisen, emotionaalisen ja symbolisen arvon ulottuvuuksien viitekehystä. Tutkimuksessa kosmeettisten virtuaalihyödykkeiden kuluttamiseen tunnistettiin liitettävän useita erilaisia hyötyjä, joiden avulla kosmeettisten virtuaalihyödykkeiden merkityksiä ja käyttötarkoituksia voidaan ymmärtää aiempaa tarkemmin. Tutkimus toteutettiin välineellisenä tapaustutkimuksena. Tapaustutkimuksen kohteeksi valittiin Counter-Strike: Global Offensive -videopeli, jossa myytävien ja käytettävien kosmeettisten virtuaalihyödykkeiden määrä lasketaan tuhansissa. Tutkimus toteutettiin laadullisena tutkimuksena, jossa aineisto muodostamiseen käytettiin puolistrukturoituja haastatteluita ja sisällönanalyysiä. Haastateltaviksi valittiin pelaajia, jotka ovat ostaneet ja käyttäneet virtuaalihyödykkeitä tapaustutkimuksen kohteena olevassa pelissä. Kosmeettisista virtuaalihyödykkeistä merkittävimmiksi koetut hyödyt liittyivät arvon emotionaalisiin ja symbolisiin ulottuvuuksiin, kun taas taloudellisen ja toiminnallisen arvon ulottuvuuksiin liittyvät hyödyt koettiin vähemmän tärkeiksi. Merkittävimmiksi hyödyiksi nousivat ostotapahtuman luoma jännitys, käyttämisestä koetun viihtymisen kasvu, oman statuksen korostaminen sekä sosiaalisten suhteiden vahvistaminen

    Designing Persuasively using Playful Elements

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    Alongside productivity and communication, computers are a valuable tool for diversion and amusement. Game Designers leverage the multifaceted world of computing to create applications that can be developed persuasively; designs can be formulated to compel users towards actions and behaviours which range from engaging in the game’s mechanics, micro-transactions, or in more complex manifestations such as encouraging reflection via the evaluation of the moral argument presented in the gameplay narrative. In my dissertation, I explore how to create compelling experiences during playful interactions. Particularly, I explore how design decisions affect users’ behaviours, and evaluations of the gaming experience to learn more about crafting persuasive mechanics in games. First, I present research on calibrating aspects of difficulty and character behaviour in the design of simple games to create more immersive experiences. My work on calibration of game difficulty, and enemy behaviour contribute insight regarding the potential of games to create engaging activities, which inspire prolonged play sessions. Further work in my dissertation explores how players interact with in-game entities they perceive as human and explores the boundaries of acceptable player interaction during co-located gaming situations. My early work gives rise to deeper questions regarding perspectives on co-players during gaming experiences. Specifically, I probe the question of how players perceive human versus computer-controlled teammates during a shared gaming experience. Additionally, I explore how game design factors in the context of a tightly-coupled shared multi-touch large display gaming experience can influence the way that people interact and, in turn, their perspectives on one another to ask: ‘how can games be used persuasively to inspire positive behaviours and social interaction?’. Issues of perspectives are a theme I carry forward in my work by exploring how game dynamics – in particular the use of territoriality – can be used to foster collaborative behaviours. Further, I discuss how my work contributes to the study of persuasive game design, games with purpose, and cement my findings in relation to the games studies and computer science literature. Last, I discuss future work, in which I discuss my ambitions for using persuasive design for social good via Games4Change
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