18 research outputs found

    Designing wheelchair-based movement games

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    People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair

    How to present game difficulty choices? Exploring the impact on player experience

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    Matching game difficulty to player ability is a crucial step toward a rewarding player experience, yet making difficulty adjustments that are effective yet unobtrusive can be challenging. This paper examines the impact of automatic and player-initiated difficulty adjustment on player experience through two studies. In the first study, 40 participants played the casual game THYFTHYF either in motion-based or sedentary mode, using menu-based, embedded, or automatic difficulty adjustment. In the second study, we created an adapted version of the commercially available game fl0w to allow us to carry out a more focused study of sedentary casual play. Results from both studies demonstrate that the type of difficulty adjustment has an impact on perceived autonomy, but other player experience measures were not affected as expected. Our findings suggest that most players express a preference for manual difficulty choices, but that overall game experience was not notably impacted by automated difficulty adjustments

    From Personal Data to Digital Legacy: Exploring Conflicts in the Sharing, Security and Privacy of Post-mortem Data

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    As digital technologies become more prevalent there is a growing awareness of the importance of good security and privacy practices. The tools and techniques used to achieve this are typically designed with the living user in mind, with little consideration of how they should or will perform after the user has died. We report on two workshops carried out with users of password managers to explore their views on the post-mortem sharing, security and privacy of a range of common digital assets. We discuss a post-mortem pri- vacy paradox where users recognise value in planning for their digital legacy, yet avoid actively doing so. Importantly, our find- ings highlight a tension between the use of recommended security tools during life and facilitating appropriate post-mortem access to chosen assets. We offer design recommendations to facilitate and encourage digital legacy planning while promoting good security habits during life

    Human-GDPR Interaction: Practical Experiences of Accessing Personal Data

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    In our data-centric world, most services rely on collecting and using personal data. The EU's General Data Protection Regulation (GDPR) aims to enhance individuals’ control over their data, but its practical impact is not well understood. We present a 10-participant study, where each participant filed 4-5 data access requests. Through interviews accompanying these requests and discussions scrutinising returned data, it appears that GDPR falls short of its goals due to non-compliance and low-quality responses. Participants found their hopes to understand providers’ data practices or harness their own data unmet. This causes increased distrust without any subjective improvement in power, although more transparent providers do earn greater trust. We propose designing more effective, data-inclusive and open policies and data access systems to improve both customer relations and individual agency, and also that wider public use of GDPR rights could help with delivering accountability and motivating providers to improve data practices

    Exploring the Role of Paradata in Digitally Supported Qualitative Co-Research

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    Academics and community organisations are increasingly adopting co-research practices where participants contribute to qualitative data collection, analysis, and dissemination. These qualitative practices can often lack transparency that can present a problem for stakeholders (such as funding agencies) who seek evidence of the rigour and accountability in these decision-making processes. When qualitative research is done digitally, paradata is available as interaction logs that reveal the underlying processes, such as the time spent engaging with different segments of an interview. In practice, paradata is seldom used to examine the decisions associated with undertaking qualitative research. This paper explores the role of paradata arising from a four-month engagement with a community-led charity that used a digital platform to support their qualitative co-research project. Through observations of platform use and reflective post-deployment interviews, our findings highlight examples of paradata generated through digital tools in qualitative research, e.g., listening coverage, engagement rate, thematic maps and data discards. From this, we contribute a conceptualisation of paradata and discuss its role in qualitative research to improve process transparency, enhance data sharing, and to create feedback loops with research participants

    Classification of Player Roles in the Team-Based Multi-player Game Dota 2

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    Part 1: Full papersInternational audienceComputer games are big business, which is also reflected in the growing interest in competitive gaming, the so-called electronic sports. Multi-player online battle arena games are among the most successful games in this regard. In order to execute complex team-based strategies, players take on very specific roles within a team. This paper investigates the applicability of supervised machine learning to classifying player behavior in terms of specific and commonly accepted but not formally well-defined roles within a team of players of the game Dota 2. We provide an in-depth discussion and novel approaches for constructing complex attributes from low-level data extracted from replay files. Using attribute evaluation techniques, we are able to reduce a larger set of candidate attributes down to a manageable number. Based on this resulting set of attributes, we compare and discuss the performance of a variety of supervised classification algorithms. Our results with a data set of 708 labeled players see logistic regression as the overall most stable and best performing classifier

    Game design for older adults: effects of age-related changes on structural elements of digital games

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    Recent studies report various positive effects on elderly persons playing digital games. Yet, games are rarely designed with an elderly user group in mind. In this paper, this issue is addressed by providing an overview of common age-related changes followed by a summary of game design considerations for senior audiences. The impact of age on game design is discussed based on an analysis of the most important structural elements of games. The analysis shows that age-related changes in users' cognitive and physical abilities affect the use of games on multiple levels, making the complexity of games and interrelations between different game mechanics a crucial factor when designing for older adults. © 2012 Springer-Verlag Berlin Heidelberg

    Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames

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    Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem-especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem
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