54 research outputs found

    Online Playtesting With Crowdsourcing: Advantages and Challenges

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    Answering important design questions and delivering actionable insights within a couple of days is invaluable. Traditional playtests are often time consuming, expensive and deliver insights based on only a small sample of participants. Crowdsourced playtests may deliver comparable quality of feedback with less resources. However, several aspects have to be considered in order to receive meaningful and actionable results. Based on our experience, we provide five recommendations to ensure data quality and prevent fraud. Taken together, this suggests that crowd-sourced playtesting is a promising alternative for indie, non-profit and academic Games User Research

    The role of gaming during difficult life experiences

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    HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games in times of personal difficulty. Based on a qualitative analysis of an online survey (N=95), our findings indicate that games offered players much needed respite from stress, supported them in dealing with their feelings, facilitated social connections, stimulated personal change and growth, and provided a lifeline in times of existential doubt. However, despite an emphasis on gaming as being able to support coping in ways other activities did not, participants also referred to games as unproductive and as an obstacle to living well. We discuss these findings in relation to both coping process and outcome, while considering tensions around the potential benefits and perceived value of gaming

    How does HCI Understand Human Autonomy and Agency?

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    Funding Information: Funded by the European Union (ERC, THEORYCRAFT, 101043198). Publisher Copyright: © 2023 Owner/Author.Human agency and autonomy have always been fundamental concepts in HCI. New developments, including ubiquitous AI and the growing integration of technologies into our lives, make these issues ever pressing, as technologies increase their ability to influence our behaviours and values. However, in HCI understandings of autonomy and agency remain ambiguous. Both concepts are used to describe a wide range of phenomena pertaining to sense-of-control, material independence, and identity. It is unclear to what degree these understandings are compatible, and how they support the development of research programs and practical interventions. We address this by reviewing 30 years of HCI research on autonomy and agency to identify current understandings, open issues, and future directions. From this analysis, we identify ethical issues, and outline key themes to guide future work. We also articulate avenues for advancing clarity and specificity around these concepts, and for coordinating integrative work across different HCI communities.Peer reviewe

    Self-Determination Theory in HCI : Shaping a Research Agenda

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    Self-determination theory (SDT) has become one of the most frequently used and well-validated theories used in HCI research, modelling the relation of basic psychological needs, intrinsic motivation, positive experience and wellbeing. This makes it a prime candidate for a ‘motor theme’ driving more integrated, systematic, theory-guided research. However, its use in HCI has remained superficial and disjointed across various application domains like games, health and wellbeing, or learning. This workshop therefore convenes researchers across HCI to co-create a research agenda on how SDT-informed HCI research can maximise its progress in the coming years

    Disassembling gamification: the effects of points and meaning on user motivation and performance

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    Interest in gamification is growing steadily. But as the underlying mechanisms of gamification are not well understood yet, a closer examination of a gamified activity’s meaning and individual game design elements may provide more insights. We examine the effects of points – a basic element of gamification, – and meaningful framing – acknowledging participants’ contribution to a scientific cause, – on intrinsic motivation and performance in an online image annotation task. Based on these findings, we discuss implications and opportunities for future research on gamification

    Surveys in Games User Research

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    Surveys are an essential method of data collection that can deliver generalizable and actionable insights about the player’s experience. In this chapter, we present practice- oriented guidance about when the method is appropriate, what constitutes a good questionnaire, and how to alleviate possible biases and issues with data quality

    Momentary Pleasure or Lasting Meaning? Distinguishing Eudaimonic and Hedonic User Experiences

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    User experience (UX) research has expanded our notion of what makes interactive technology good, often putting hedonic aspects of use such as fun, affect, and stimulation at the center. Outside of UX, the hedonic is often contrasted to the eudaimonic, the notion of striving towards one's personal best. It remains unclear, however, what this distinction offers to UX research conceptually and empirically. We investigate a possible role for eudaimonia in UX research by empirically examining 266 reports of positive experiences with technology and analyzing its relation to established UX concepts. Compared to hedonic experiences, eudaimonic experiences were about striving towards and accomplishing personal goals through technology use. They were also characterized by increased need fulfillment, positive affect, meaning, and long-term importance. Taken together, our findings suggest that while hedonic UX is about momentary pleasures directly derived from technology use, eudaimonic UX is about meaning from need fulfilment

    Vibing Together: Dance Experiences in Social Virtual Reality

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    Supplementary materials for publication: Roosa Piitulainen, Perttu Hämäläinen, and Elisa D. Mekler. 2022. Vibing Together: Dance Experiences in Social Virtual Reality. In CHI Conference on Human Factors in Computing Systems (CHI ’22), April 29-May 5, 2022, New Orleans, LA, USA. ACM, New York, NY, USA, 18 pages. https://doi.org/10. 1145/3491102.350182

    Surveys in Games User Resarch

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