1,696 research outputs found

    Mario, Luigi and Dave: the effect of language on the social structure of a bilingual online mobile game

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    In this paper, we explore the structure of a social community built in an online game that was released in two languages, specifically examining the behaviours of players involved in inter-lingual interaction. This asynchronous social game was released simultaneously in Italian and English. The player base was seeded with English and Italian players but allowed to grow organically without restriction. Despite the built-in segregation by language, we found that the entire player-base formed into a single social network and developed strategies for overcoming the challenges faced by a multi-lingual game community. Using Network Analysis, we break down the community in the game based on language and play style. We demonstrate that the behaviour of both English and Italian players was equivalent, and that play style had no effect on the likelihood of players deliberately engaging in inter-lingual communication. In the context of the strategies used by the players in our experiment, we discuss game design patterns that provide incentives for users to behave more socially and how to create tools to enable the players to cross the lingual and cultural barriers in online games

    Gaming on and off the social graph: the social structure of Facebook games

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    Games built on Online Social Networks (OSNs) have become a phenomenon since 3rd party developer tools were released by OSNs such as Facebook. However, apart from their explosive popularity, little is known about the nature of the social networks that are built during play. In this paper, we present the findings of a network analysis study carried out on two Facebook applications, in comparison with a similar but stand-alone game. We found that games built both on and off a social graph exhibit similar social properties. Specifically, the distribution of player-to-player interactions decays as a power law with a similar exponent for the majority of players. For games built on the social network platform however, we find that the networks are characterised by a sharp cut-off, compared with the classically scale-free nature of the social network for the game not built on an existing social graph

    Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls

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    In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos

    Estimating the small area effects of austerity measures in the UK

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    Governments across Europe are starting to implement a range of cost-cutting and income generating programmes in order to re-balance their fiscal budgets following substantial investments in stabilising domestic financial institutions in 2008 and 2009. One method of doing this has been to increase tax rates such as the increase in VAT in the UK from 17.5% to 20% from January 1st 2011. In this paper we explore the different spatial impact of this VAT rise on household expenditure on public and private transport and communication technology from 2006 to 2016. We do this by combining three elements: an agent-based dynamic population microsimulation model that produces projected snapshots of the UK population in 2006, 2011 and 2016; an expenditure system model based on the familiar Quadratic Almost Ideal Demand System approach; and synthetic small area census tables produced by projecting historical UK census data. Taken together these elements provide a toolkit for assessing the potential spatial impact of rising taxes or prices (or both) and we use them to compare small area projections of household expenditure under two scenarios. The first is a 'no intervention' scenario where prices and income align to UK government inflation forecasts and the second is a one-off non-reversed 2.5% increase in VAT on goods and services rated at 17.5% on 1st January 2011. We present results for different areas (rural vs urban/deprived vs affluent) and for different income groups within them and discuss the potential implications for the telecommunications industry and for the usage of public and private transport

    Blowtooth: pervasive gaming in unique and challenging environments

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    This paper describes Blowtooth, a Bluetooth implemented pervasive game where players smuggle virtual drugs through real airport security with the help of unknowing bystanders. The game explores the nature of pervasive game playing in environments that are not generally regarded as playful or “fun,” and where people are subject to particularly high levels of intrusive surveillance and monitoring. Six participants who were travelling internationally within a two-week period were recruited to evaluate the game. Findings suggest that creating pervasive games that incorporate the unique features of their context as part of the game may provide enjoyable, novel and thought-provoking experiences for players

    CHI and the future robot enslavement of humankind: a retrospective

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    As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda

    Hip to be square: designing serious apps for coolness

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    This paper discusses previous work in developing intervention apps for sustainability that are designed to be cool and improve user engagement. While much work has been carried out by the HCI community in sustainability, particularly energy consumption; little has been done to improve interaction with this relatively mundane but serious topic to engender a compelling and cooler experience. Using the theme of ‘it’s cool to be uncool’ for sustainability, we discuss the design of an eco-feedback Facebook application for deployment in a trial study. The Power Ballads Facebook app mashed mainstream ‘pop’ chart music with domestic energy data using aversive stimuli. Presented here are the pilot findings that suggest participants found the app cool

    Power ballads: deploying aversive energy feedback in social media

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    This paper reports on the pilot evaluation of “Power Ballads”, an evocative social media application which displays aversive feedback based on excessive household energy usage. Work by other researchers in persuasive technologies has previously suggested the use of aversive feedback should be avoided as it leads to a lack of engagement by users. This work evaluates whether punishment of non-desirable behaviour discourages users from engaging with a persuasive application. To this end we recruited 9 households to use the Power Ballads application over a period of 4 weeks. We found the use of aversive feedback did not act as a deterrent to regularly interacting with the application through evaluating user engagement

    Thereʼs no ʻIʼ in ʻEmergency Management Team:ʼ designing and evaluating a serious game for training emergency managers in group decision making skills

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    Serious games are games that are designed to educate rather than entertain. The game outlined and evaluated here was commissioned and designed as a tool to improve the group decision making skills of people who manage real-world emergencies such as floods, fires, volcanoes and chemical spills. The game design exploits research on decision making groups and applies pedagogically sound games design principles. An evaluation of the game design was carried out based on a paper prototype. Eight participants were recruited and assigned to two groups of four participants each. These groups were video recorded while playing the game and the video was analysed in terms of game actions and member participation. Results indicate that the group who behaved in a more appropriate manner for a decision making group were rewarded with more positive feedback from the game state. These findings suggest that the game itself delivers appropriate feedback to players on their collaborative behaviour and is thus fit for the purposes intended in the current project

    There's a monster in my kitchen: using aversive feedback to motivate behaviour change

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    In this paper we argue that “persuasive technologies,” developed to motivate behaviour change in users, have so far failed to exploit the established body of empirical research within behavioural science. We propose that persuasive technologies may benefit from both adapting to individual preferences, and a constructive use of aversive, in addition to appetitive, feedback. We detail an example application that demonstrates how this approach can be incorporated into an application designed to train users to adopt more environmentally friendly behaviours in their domestic kitchens
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