1,213 research outputs found

    Social gaming: A systematic review

    Get PDF
    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

    Virtual Reality Methods

    Get PDF
    ePDF and ePUB available Open Access under CC-BY-NC-ND licence. Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

    Get PDF
    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games

    User Experience of Geocaching and Its Application to Tourism and Education

    Get PDF
    Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.Teknologinen kehitys on tarjonnut uusia tapoja hyödyntää viihdettä ja peliteknologiaa ihmisten välisessä vuorovaikutuksessa. Pelit ja niiden pelaaminen on ollut aina tärkeä osa ihmisten arkipäivää. Ihmisen ja tietokoneen välisen vuorovaikutuksen tutkimus, human-computer interaction research (HCI), on perinteisesti nähty kognitiivisena psykologiana, johon kuuluvat inhimilliset tekijät, sekä insinööritieteenä, johon sisältyy tietojenkäsittelytiede. Vaikka kognitiivinen tiede on kehittynyt viime vuosina valtavasti, suunnitteluverkostoihin vaikuttavat ihmisten tunteet ovat yhä tärkeämmässä osassa, erityisesti silloin kun tavoitteena on haastaa ja viihdyttää käyttäjiä. (Norman 2002.) Pelinkehittäjät ovat selvittäneet pelisuunnittelun kannalta olennaisia tekijöitä ja tunnistaneet, että pelien menestyksen salaisuus on käyttäjäkokemus. Käyttäjäkeskeisessä suunnittelussa käyttäjien toiminnan käytäntöjen, tarpeiden ja toiveiden tuntemus tuodaan mukaan suunnitteluprosessiin. Geokätköily on paikannukseen perustuva aarteenetsintäpeli, jonka pelaajat ovat luoneet yhdessä. Pelaajat käyttävät GPS-teknologiaa "aarteiden" etsimiseen ja lisäävät omia geokätkökohteita ja peli kehittyy jatkuvasti pelaajien keksiessä kätköjä, jotka vaativat yhä enemmän mielikuvitusta. Tässäväitöskirjassa tutkitaan geokätköilyn käyttäjäkokemusta ja sen sovelluksia koulutuksen- ja matkailunaloilla. Perustuen Geocaching.com websivustoon geokätköilyä pelataan noin 180 maassa, ja rekisteröityneitä käyttäjiä on yli kymmenen miljoonaa eri puolilla maailmaa (Geocaching.com, 25.11.2014). Tässä tutkielmassa esitellään vuorovaikutusmalli nimeltään GameFlow Experience -mallia, jota voidaan käyttää aarteenetsintäsovellusten suunnittelussa koulutuksen- ja matkailualojen konteksteissa. GameFlow Experience -malli esittelee ja selventää erilaisia kokemuksia - se esittelee ne todellisessa kontekstissa, tarjoaa erilaisia suunnittelutavoitteita palvelusuunnittelua varten sekä näkökulman, joka tulisi ottaa huomioon seikkailupelien menestystä arvioitaessa. Käyttäjäkeskeisessä pelisuunnittelussa on sovellettu inhimillisten tekijöiden tutkimusta valtavirran tietojenkäsittelytieteeseen. Useiden vuosien ajan, käyttäjäkeskeisen suunnittelun lähestymistavasta on tullut tärkein tutkimusala ohjelmistokehityksessä. Tutkimus on keskittynyt ohjelmistojen kehitykseen käyttäjäkeskeisessä suunnittelussa etenkin toimisto-ohjelmistoihin, mutta samoja ideoita ja teorioita, jotka heijastavat yhteiskunnan tarpeita käyttäjäkeskeisessä tutkimuksessa sovelletaan nyt myös pelisuunnitteluun. (Charles ja ym. 2005.) Kiinnostus käyttäjäkokemuksen suunnitteluun on kasvanut jo useiden vuosien ajan. Digitaaliset pelit tarjoavat kokemuksia, ja pelisuunnittelijat tarvitsevatkin työkaluja, joiden avulla voidaan entistä paremmin ymmärtää tuotteiden ja palvelujen luomia käyttäjäkokemuksia. Tutkimuksen tavoitteena on esitellä käyttäjäkokemusta ja miten sitä voidaan käyttää uusien aarteenmetsästyskonseptien kehittämiseen. Insinööreillä, suunnittelijoilla ja tutkijoilla tulisi olla selkeä käsitys siitä, mikä käyttäjäkokemus on, mitkä ovat sen osat ja mikä tärkeintä, miten voimme vaikuttaa käyttäjän tyytyväisyyteen. Lisäksi pitäisi ymmärtää, miten käyttäjät toimivat elektronisten tuotteiden kanssa sekä miten ihmiset toimivat vuorovaikutuksessa toistensa kanssa ja miten eri osat vaikuttavat yhdessä käyttäjien kokemuksiin. Väitöskirja on pioneerityö käyttäjäkokemuksesta geokätköilyssä ja aarteenetsintä peleissä matkailun ja opetuksen kontekstissa. Tutkimus antaa myös mallin pelin kehittäjille, jotka suunnittelevat aarteenetsintäkonsepteja.Siirretty Doriast

    Proceedings of the CUNY Games Conference 5.0

    Full text link
    The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. The CUNY Games Conference distills its best cutting-edge interactive presentations into a two-day event to promote and discuss game-based pedagogies in higher education, focusing particularly on non-digital learning activities that faculty can use in the classroom every day. The conference will include workshops lead by CUNY Games Organizers on how to modify existing games for the classroom, how to incorporate elements of play into simulations and critical thinking activities, as well as poster sessions, play testing, and game play. For the digitally minded, we will also offer a workshop in creating computer games in Unity

    A Design Exploration of Affective Gaming

    Get PDF
    Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers began to explore its potential to enhance and understand experience within digital game play. Since these early days, it has been widely argued that “affective gaming”—in which gameplay is influenced by a player’s emotional state—can enhance player experience by integrating physiological sensors into play. In this thesis, I conduct a design exploration of the field of affective gaming by first, systematically exploring the field and creating a framework (the affective game loop) to classify existing literature; and second by presenting two design probes, to probe and explore the design space of affective games contextualized within the affective game loop: In the Same Boat and Commons Sense. The systematic review explored this unique design space of affective gaming, opening up future avenues for exploration. The affective game loop was created as a way to classify the physiological signals and sensors most commonly used in prior literature within the context of how they are mapped into the gameplay itself. Findings suggest that the physiological input mappings can be more action-based (e.g., affecting mechanics in the game such as the movement of the character) or more context-based (e.g., affecting things like environmental or difficulty variables in the game). Findings also suggested that while the field has been around for decades, there is still yet to be any commercial successes, so does physiological interaction really heighten player experience? This question instigated the design of the two probes, exploring ways to implement these mappings and effectively heighten player experience. In the Same Boat (Design Probe One) is an embodied mirroring game designed to promote an intimate interaction, using players’ breathing rate and facial expressions to control movement of a canoe down a river. Findings suggest that playing In the Same Boat fostered the development of affiliation between the players, and that while embodied controls were less intuitive, people enjoyed them more, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance. Commons Sense (Design Probe Two) is a communication modality intended to heighten audience engagement and effectively capture and communicate the audience experience, using a webcam-based heart rate detection software that takes an average of each spectator’s heart rate as input to affect in-game variables such as lighting and sound design, and game difficulty. Findings suggest that Commons Sense successfully facilitated the communication of audience response in an online entertainment context—where these social cues and signals are inherently diminished. In addition, Commons Sense is a communication modality that can both enhance a play experience while offering a novel way to communicate. Overall, findings from this design exploration shows that affective games offer a novel way to deliver a rich gameplay experience for the player

    Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI

    Get PDF
    As an emerging interaction paradigm, physiological computing is increasingly being used to both measure and feed back information about our internal psychophysiological states. While most applications of physiological computing are designed for individual use, recent research has explored how biofeedback can be socially shared between multiple users to augment human-human communication. Reflecting on the empirical progress in this area of study, this paper presents a systematic review of 64 studies to characterize the interaction contexts and effects of social biofeedback systems. Our findings highlight the importance of physio-temporal and social contextual factors surrounding physiological data sharing as well as how it can promote social-emotional competences on three different levels: intrapersonal, interpersonal, and task-focused. We also present the Social Biofeedback Interactions framework to articulate the current physiological-social interaction space. We use this to frame our discussion of the implications and ethical considerations for future research and design of social biofeedback interfaces.Comment: [Accepted version, 32 pages] Clara Moge, Katherine Wang, and Youngjun Cho. 2022. Shared User Interfaces of Physiological Data: Systematic Review of Social Biofeedback Systems and Contexts in HCI. In CHI Conference on Human Factors in Computing Systems (CHI'22), ACM, https://doi.org/10.1145/3491102.351749

    What video games teach about conflict

    Get PDF

    COLAB: Social Context and User Experience in Collaborative Multiplayer Games

    Get PDF
    Recent studies have shown that the social context in which people play digital multiplayer games has an effect on their experience. Whether co-players are in the same location (―co-located‖) or in different locations (―mediated‖) changes how they interact with the game and with one another. We set out to explore how these complex psychological dynamics played out in a collaborative multiplayer game, since most of the research to date has been focused on competitive gameplay scenarios. To this end, we designed a two-player puzzle-based gaming apparatus called COLAB, implementing specific features that have been proven to foster collaboration and preclude competition between players. The independent variable was player location; the dependent variable was game experience, as measured by the Social Presence in Gaming Questionnaire and the Game Experience Questionnaire, two comprehensive self-report instruments. We found a significant difference in the game experiences of players collaborating in the same location versus players collaborating in different locations. Specifically, co-located players of the collaborative game experienced significantly higher scores for negative experience than mediated players did, while mediated players experienced significantly higher levels of three key game-experience measures: positive affect, immersion, and flow
    corecore