7 research outputs found

    Design Framework for Social Interaction with Location-based Games

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    Location-based games invite players to have new forms of meaningful social interactions with others and provide opportunities for players to engage with their own neighbourhood’s public space. Earlier research on user requirements for such games have identified seven different activity types that have proven to initiate social interaction and capture real life exchanges for meaningful play-based social experiences. Yet, current understanding on what makes these games successful in such endeavours is still insufficient. This study furthers current understanding on the effects of location-based games for social interaction in local communities: it studies the forms of social interaction that the previously identified seven types of game activities elicit by analysing the nature and types of the exchanges they trigger. Based on this analysis, a design framework is proposed to 1) analyse existing location-based games and describe the forms of social interaction they trigger, and 2) help practitioners design new game activities that target specific forms of social interaction. This contributes to the enhancement of current understanding on the impact that these games can have in local communities, and on the way they can be better designed and used to promote social exchanges that are desired by players

    Towards Designing Playful Bodily Extensions : Learning from Expert Interviews

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    Interactive technologies offer novel opportunities for physically extending our bodies, with the most prominent examples being prosthetics along with systems emerging from the wearables community. However, most such systems appear to focus on instrumental benefits, missing out on the opportunity to use bodily extensions for play and its associated benefits (including a lower adoption barrier and the potential to reveal a broader understanding of such technologies). To begin understanding the design of playful bodily extensions, we interviewed five designers of bodily extensions that have been showcased in prestigious academic venues or turned into commercial products. Here we present themes and actionable advice from these interviews for the design of playful bodily extensions through a thematic analysis. Our work aims to support the design of future playful bodily extensions while promoting the experiential qualities of bodily extension design, with the ultimate goal of bringing more playful experiences to people's lives.Peer reviewe

    Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings

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    Physical inactivity remains one of the biggest societal challenges of the 21st century. The gaming industry and the fitness sector have responded to this alarming fact by introducing game-based or gamified training scenarios and thus established the promising trend of exergaming. Exergames – games controlled by active (whole) body movements – have been extolled as potential attractive and effective training tools. However, the majority of the exergames do not meet the required intensity or effectiveness, nor do they induce the intended training adherence or long-term motivation. One reason for this is that the evaluated exergames were often not co-designed with the user group to meet their specific needs and preferences, nor were they co-designed with an interdisciplinary expert team of game designers (to ensure a good gaming experience) and sports scientists (for a great training experience). Accordingly, the research results from studies with these exergames are rather limited. To fully exploit the potential of these innovative movement tools and to establish them as attractive and effective training approach, it is necessary to understand and explore both the underlying interdisciplinary theories and concepts as well as possible design approaches and their impact on the game and training experience. This dissertation aims to contribute to a better understanding of well-balanced exergame design. It explores and evaluates how different movement-based control devices, exercise concepts, game adaptations, and player modes influence the attractiveness and effectiveness of exergames. The work provides theoretical and practical contributions to the problem area of effective and attractive exergames. For this purpose, a research and development (R&D) approach with iterative phases was followed. As preliminary work for the contributions of this dissertation, exergames were approached from a theoretical perspective. Underlying multidisciplinary theories and concepts of exergames from relevant fields were analyzed and a generic framework was built, which structured the findings based on three interdependent dimensions: the player, the game controller, and the virtual game scenario. Some commercially available exergames were explored to verify the theory-based assumption that the interposition of technology brings specific transformations in the coupling of perception and action that do not occur in real sports situations. Among other things, the comparative pilot study showed that two different controllers (one gesture-based and one haptic device), which allowed for different physical input, were likely to induce diverse gameplay experiences (e.g., higher feeling of flow and self-location when playing with the haptic device) with differently skilled players. However, certain design-specific differences in the two exergame conditions meant that these results could only be interpreted as a first trend. To overcome the limitations of this preliminary study approach (e.g., unequal game design of the commercial exergames and very sports-specific movement concept), Plunder Planet, an adaptive exergame environment, was iteratively designed with and for children and allowed for a single- and cooperative multiplayer experience with two different controller devices. The user-centered design was further informed by insights from the growing body of related R&D work in the field of exergames. The first study presented in this dissertation compared the subjectively experienced attractiveness and effectiveness of Plunder Planet when played with different motion-based controllers. Besides a generally great acceptance of the exergame, it was found that the haptic full-body motion controller provided physical guidance and a more cognitively and coordinatively challenging workout, which was more highly rated by experienced gamers with fewer athletic skills. The gesture-based Kinect sensor felt more natural, allowed more freedom of movement, and provided a rather physically intense but cognitively less challenging workout, which was more highly rated by athletic players with less gameplay experience. Furthermore, experiments were made with an exploratory adaptive algorithm that enabled the cognitive and the physical challenge of the exergame to be manually adapted in real-time based on the player’s fitness and gaming skills. The first and the second study also compared an adaptive with a non-adaptive single player version of Plunder Planet. It could be shown that the (well-balanced) adaptive version of the exergame was better valued than the non-adaptive version with regard to the experienced and measured attractiveness (motivation, game flow, spatial presence experience, balance of cognitive and physical challenge) and effectiveness (heart rate, physical exertion, balance of cognitive and physical challenge) by differently skilled players. Finally, and contrary to the findings from related work, the results of the third study proved that the specifically designed controller technology could be used as an “enabler”, “supporter” and “shaper” of bodily interplay in social exergaming. Based on these promising findings, the goal became to further explore the effectiveness of exergames, refine the adaptive game difficulty algorithm, and explore further attractiveness- and motivation-boosting design approaches. Therefore, the ExerCube, a physically immersive and adaptive fitness game setting, was developed. It was iteratively designed with and for adults and allowed for cooperatively and competitive exergame experiences. With its physically immersive game setup, the ExerCube combines a mixed version of the advantages of both previously tested controllers. A coordinatively and cognitively challenging functional workout protocol with scalable intensity (moderate to high) was developed and the subjective experience of the ExerCube training was compared with a conventional functional training with a personal trainer. The fourth study showed that the game-based training gave signs of reaching a similar intensity to the personal training, but was more highly rated for flow, motivation, and enjoyment. Based on this exploratory comparison of the ExerCube with a personal trainer session, valuable avenues for further design could be identified. Among other things, it could be proved that the player’s focus during the ExerCube session was more on the game than on the own body. Players experienced stronger physical exertion and social pressure with the personal trainer and a stronger cognitive exertion and involvement with the ExerCube. Furthermore, a refined version of the previously tested adaptive game difficulty algorithm was implemented and automated for the first time for purpose of this study. Again it was shown that the adaptive version had benefits with regard to subjectively experienced attractiveness (motivation, game flow, balance of cognitive and physical challenge) and effectiveness (physical exertion, balance of cognitive and physical challenge) compared to the non-adaptive version. In order to further enhance the gaming experience, experiments were also conducted with sound designs and an adaptive audio design with adaptive background music and sound feedback was implemented. It was found to be a promising and beneficial add-on for a user-centered attractive exergame design. To inform the design of a multiplayer version of the ExerCube, different social play mechanics were explored in the fifth study. This resulted in differently balanced experiences of fun, and in physical as well as cognitive exertion. As the preliminary comparative evaluation of the subjectively experienced effectiveness and attractiveness of an ExerCube session and a personal trainer session could prove the general feasibility of the concept and revealed the first indications of the intensity of the ExerCube’s training concept, the objectively measured effectiveness of a single ExerCube session with a functional high-intensity interval training (fHIIT) with a personal trainer was compared in a final sixth study, and after another design iteration. Again, the subjectively experienced attractiveness of both conditions was assessed. It could be shown that the ExerCube is a feasible training device for training at fHIIT-level. While physical exertion was slightly lower than in the conventional fHIIT condition, the ExerCube condition’s average heart rate values reached the fHIIT threshold and also yielded significantly better results for flow, enjoyment, and motivation. The ExerCube training also resulted in a subjectively experienced higher cognitive load (dual-domain training). To sum up, it can be stated that this dissertation provides valuable and fundamental research contributions to the promising field of exergames as attractive and effective training tools. Furthermore, important contributions to design questions in this field could be developed. Since this field is still relatively unexplored, the work presented creates a sound basis for future R&D work in this area

    Social gaming: A systematic review

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    Digital games often constitute a shared activity where people can spend time together, communicate and socialize. Several commercial titles place social interaction at the center of their design. Prior works have investigated the social outcomes of gaming, and factors that impact the experience. Yet, we lack a comprehensive understanding of how social gaming has been approached and explored before. In this work, we present a systematic review covering 263 publications, gathered in February 2021, that study gaming experiences involving more than one person, with a focus on the social element that emerges among partakers (players and/or spectators). We contribute with a systematized understanding of (1) how the topic is being defined and approached, (2) what facets (mainly in terms of outcomes and determinants of the experience) are being acknowledged and (3) the methodologies leveraged to examine these. Our analysis, based on mixed deductive and inductive coding, reveals relevant gaps and tendencies, including (1) the emphasis in novel technologies and unconventional games, (2) the apparent negligence of player diversity, and (3) lower ecological validity associated with totally mediated evaluations and a lack of established constructs to assess social outcomes

    Designing for bodily interplay in social exertion games

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    While exertion games facilitate, and benefit from, social play, most exertion games merely support players acting independently. To help designers explore the richness of social play in exertion games, we present the design dimension "bodily interplay" that gives critical focus to how players' bodies interact with one another.We offer two broad categories of bodily interplay-parallel and interdependent play-to explain how exertion games can facilitate independent and offensive/defensive-type experiences. These categories can be applied to both the physical and virtual space, and by looking at all permutations of these categories, we articulate four ways of coupling the spaces: comparative, actuated, derived, and projected coupling. This article illustrates the inspirational power of the dimensions by applying them to the analysis of four exertion games. Altogether, we articulate a vocabulary that can guide designers in the creation of social exertion games, helping players profit from the many benefits of exertion

    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

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
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