88 research outputs found

    Scaffolding Novices to Leverage Auditory Awareness Cues in First-Person Shooters

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    Today's digital games require the mastery of many different skills. This is accomplished through play itself -- sometimes experientially and other times by using explicit guidance provided by the game designer. Multiplayer games, due to their competitive nature, provide fewer opportunities for designers to guide players into mastering particular skills, and so players must learn and master skills experientially. However, when novices compete against better players -- as they would if they were new to the game -- they can feel overwhelmed by the skill differential. This may hinder the ability of novices to learn experientially, and more importantly, may lead to extended periods of unsatisfying play and missed social play opportunities as they struggle to improve in a competitive context. A game genre that suffers from this problem is the multiplayer first-person shooter (FPS), in which the skill difference between new players and experts who have reached a high level of expertise can be quite large. To succeed in a FPS, players must master a number of skills, the most obvious of which are navigating a complex 3D environment and targeting opponents. To target opponents in a 3D environment, you must also be able to locate them -- a skill known as "opponent location awareness". With the goal of helping novices learn the skill of opponent location awareness, we first conducted an experiment to determine how experts accomplish this important task in multiplayer FPS games. After determining that an understanding of audio cues -- and how to leverage them -- was critical, we designed and evaluated two systems for introducing this skill of locating opponents through audio cues -- an explicit stand-alone training system, and a modified game interface for embedded training. We found that both systems improved accuracy and confidence, but that the explicit training system led to more audio cues being recognized. Our work may help people of disparate skill be able to play together, by scaffolding novices to learn and use a strategy commonly employed by experts

    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

    Virtual Worlds: Social Interactions Among Online Gamers Through Voice Chat

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    Online gaming scholarship has rarely focused on the micro sociological aspects of virtual worlds as much of the research on online games is undertaken by psychologists and scholars in other fields. When a sociological lens is employed in analyzing social interactions that occur in virtual worlds, new understandings of social phenomena in virtual worlds can come to light. My research draws upon multiple sociological theories to make sense of data collect via in-depth interviews and participant observations in an attempt to understand how voice chat influences relationship formation and maintenance, gender relations among online gamers, and how online gamers use the label noob to regulate gamer masculinity in virtual worlds. Findings indicate the voice chat has a both a positive and negative impact on the social interactions of online gamers

    Jumping Caveman: A Tool for Manipulating Player Experience and Answering Questions in Games Research

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    Standard tools exist for assessing player experience; however, there are few tools for inducing play experiences. Game researchers without the resources to operationalize an experimental factor of interest as an implemented mechanic in the design of a custom game are therefore limited in the types of controlled experiments they can conduct. Modifying an existing off-the-shelf game leverages the design and resources of game studio development, but researchers are limited in what type of questions they can ask due to the lack of access control on the source code. We present an open-source system that can be used by game researchers to manipulate player experience in a reliable way and at a finer time resolution than has previously been reported. We simulate the experience of success and failure by providing covert assistance or hindrance to a player, as this has been shown to reliably affect player experience measures. Through three studies, we show that the system manipulates experience in an intended and predictable way. With our system, researchers can also modify the experiment design through simple configuration interface - which allows them to quickly create experiment conditions even if they do not possess technical knowledge of game development. There are many research questions that revolve around the experience of in-game success or failure and our tool allows researchers to ask and answer interesting questions in games research through controlled experiments

    The Play Experiences of Disabled Players : Dealing with accessibility barriers and solutions

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    This thesis examines the play experiences of disabled players, the different barriers they encounter, and solutions to alleviate said barriers. As the game industry is slowly transforming to a more inclusive mindset at large, the thesis intends to discover whether the experiences of disabled players correlate with this change. It seeks to find out if disabled players still encounter barriers and exclusion while playing and if there has occurred an evolution in game accessibility or accessible game design to tackle these issues. An extensive online qualitative survey was wielded to produce rich data from which the appearing outcomes were drawn. The survey reached globally 95 participants with various disabilities and playing experiences. The data was analyzed by comparing quantitative statistics as well as by thematic analysis through coding and dubbing these into two distinct theme sets – one to evaluate the barriers and another to examine strategies to overcome barriers. The findings indicate that disabled players constitute a diverse and passionate segment of the player community. Despite the existence of structural barriers within commercial games, disabled players adopted various strategies to engage in their gaming activities. In addition, this thesis reveals a recent improvement in game accessibility, with disabled players showing proficiency in utilising available accessibility settings. Many also resorted to software and hardware solutions to address built-in accessibility challenges. Nevertheless, persistent accessibility obstacles persist, primarily arising from game mechanics, hardware compatibility issues, and toxic multiplayer environments. Notably, the latter had a significant impact on respondents, hindering their ability to participate in multiplayer gaming

    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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