[1]
Fostering Intrinsic Motivation through Avatar Identification in Digital
Games
Players' Motivations in Games
/
Birk, Max V.
/
Atkins, Cheralyn
/
Bowey, Jason T.
/
Mandryk, Regan L.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2982-2995
© Copyright 2016 ACM
Summary: Fostering intrinsic motivation with interactive applications can increase
the enjoyment that people experience when using technology, but can also
translate into more invested effort. We propose that identifying with an avatar
in a game will increase the intrinsic motivation of the player. We analyzed
data from 126 participants playing a custom endless runner game and show that
similarity identification, embodied identification, and wishful identification
increases autonomy, immersion, invested effort, enjoyment, and positive affect.
We also show that greater identification translates into motivated behaviour as
operationalized by the time that players spent in an unending version of the
infinite runner. Important for the design of games for entertainment and
serious purposes, we discuss how identification with an avatar can be
facilitated to cultivate intrinsic motivation within and beyond games.
[2]
The Effects of Social Exclusion on Play Experience and Hostile Cognitions in
Digital Games
Players' Motivations in Games
/
Birk, Max V.
/
Buttlar, Benjamin
/
Bowey, Jason T.
/
Poeller, Susanne
/
Thomson, Shelby C.
/
Baumann, Nicola
/
Mandryk, Regan L.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3007-3019
© Copyright 2016 ACM
Summary: The social nature of multiplayer games provides compelling play experiences
that are dynamic, unpredictable, and satisfying; however, playing digital games
with others can result in feeling socially excluded. There are several known
harmful effects of ostracism, including on cognition and the interpretation of
social information. To investigate the effects of social exclusion in the
context of a multiplayer game, we developed and validated a social exclusion
paradigm that we embedded in an online game. Called Operator Challenge, our
paradigm influenced feelings of social exclusion and access to hostile
cognitions (measured through a word-completion task). In addition, the degree
of experienced belonging predicted player enjoyment, effort, and the number of
hostile words completed; however, the experience measures did not mediate the
relationship between belonging and access to hostile cognitions. Our work
facilitates understanding the causes and effects of exclusion, which is
important for the study of player experience in multiplayer games.
[3]
Scaffolding Player Location Awareness through Audio Cues in First-Person
Shooters
Supporting Player Performance
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Johanson, Colby
/
Mandryk, Regan L.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3450-3461
© Copyright 2016 ACM
Summary: Digital games require players to learn various skills, which is often
accomplished through play itself. In multiplayer games, novices can feel
overwhelmed if competing against better players, and can fail to improve, which
may lead to unsatisfying play and missed social play opportunities. To help
novices learn the requisite skills, we first determined how experts accomplish
an important task in multiplayer FPS games -- locating their opponent. 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 -- a training system, and a modified game
interface. We found that both systems improved accuracy and confidence, but
that the training system led to more audio cues being recognized. Our work may
help people of disparate skill play together, by scaffolding novices to learn
and use a strategy commonly employed by experts.
[4]
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer
First-Person Shooter Game
Supporting Player Performance
/
Depping, Ansgar E.
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Mandryk, Regan L.
/
Li, Chengzhao
/
Gutwin, Carl
/
Vicencio-Moreira, Rodrigo
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3462-3472
© Copyright 2016 ACM
Summary: In social play settings, it can be difficult for people with different skill
levels to play a game together. Player balancing that provides skill assistance
for the weaker player can allow for enjoyable play experiences; however,
previous research (and conventional wisdom) has suggested that skill assistance
should be kept hidden to avoid perceptions of unfairness. We carried out a
study to test how disclosing skill assistance affects player experience. We
found -- surprisingly -- that disclosing assistance did not harm play
experience; players were more influenced by the benefits of equalized
performance resulting from assistance than by their knowledge of the assist. We
introduce the idea of attribution biases to help explain why awareness was not
harmful -- people tend to take credit for their successes, but attribute
failures externally. We discuss how game designers can incorporate skill
assistance to build multiplayer games that improve experiences for a wide range
of players.
[5]
Extracting Heart Rate from Videos of Online Participants
Backstage of Crowdsourcing Legitimacy, Performance and Crowd Support
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Muender, Thomas
/
Miller, Matthew K.
/
Birk, Max V.
/
Mandryk, Regan L.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4562-4567
© Copyright 2016 ACM
Summary: Crowdsourcing experiments online allows for low-cost data gathering with
large participant pools; however, collecting data online does not give
researchers access to certain metrics. For example, physiological measures such
as heart rate (HR) can provide high-resolution data about the physical,
emotional, and mental state of the participant. We investigate and characterize
the feasibility of gathering HR from videos of online participants engaged in
single user and social tasks. We show that room lighting, head motion, and
network bandwidth influence measurement quality, but that instructing
participants in good practices substantially improves measurement quality. Our
work takes a step towards online physiological data collection.
[6]
How to Present Game Difficulty Choices?: Exploring the Impact on Player
Experience
Engaging Players in Games
/
Smeddinck, Jan D.
/
Mandryk, Regan L.
/
Birk, Max V.
/
Gerling, Kathrin M.
/
Barsilowski, Dietrich
/
Malaka, Rainer
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5595-5607
© Copyright 2016 ACM
Summary: 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.
[7]
Peak-End Effects on Player Experience in Casual Games
Engaging Players in Games
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Gutwin, Carl
/
Rooke, Christianne
/
Cockburn, Andy
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Mandryk, Regan L.
/
Lafreniere, Benjamin
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5608-5619
© Copyright 2016 ACM
Summary: The peak-end rule is a psychological heuristic observing that people's
retrospective assessment of an experience is strongly influenced by the
intensity of the peak and final moments of that experience. We examine how
aspects of game player experience are influenced by peak-end manipulations to
the sequence of events in games that are otherwise objectively identical. A
first experiment examines players' retrospective assessments of two games (a
pattern matching game based on Bejeweled and a point-and-click reaction game)
when the sequence of difficulty is manipulated to induce positive, negative and
neutral peak-end effects. A second experiment examines assessments of a
shootout game in which the balance between challenge and skill is similarly
manipulated. Results across the games show that recollection of challenge was
strongly influenced by peak-end effects; however, results for fun, enjoyment,
and preference to repeat were varied -- sometimes significantly in favour of
the hypothesized effects, sometimes insignificant, but never against the
hypothesis.
[8]
SIGCHI Games: The Scope of Games and Play Research at CHI
SIG Meetings
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Nacke, Lennart E.
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Cox, Anna
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Mandryk, Regan L.
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Cairns, Paul
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1088-1091
© Copyright 2016 ACM
Summary: The games research community at CHI has become an ever-growing significant
part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY
conference and the inclusion of a games subcommittee at CHI 2016. Given the
increase in quantity and variety of submissions, and the involvement and
engagement of practitioners within the community, it is important for the
community to have this SIG as a forum. We plan to give a brief overview of the
history of game research at CHI as well as its current state. Then, we want to
engage the community in a discussion about the scope that games research at CHI
should have and where we want to take this community from here. We want to
vibrantly explore new outlets for academic dissemination, community outreach,
and collaborations with practitioners.
[9]
How Self-Esteem Shapes our Interactions with Play Technologies
Player Experience and WellBeing
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Birk, Max V.
/
Mandryk, Regan L.
/
Miller, Matthew K.
/
Gerling, Kathrin M.
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.35-45
© Copyright 2015 ACM
Summary: The experience that results from video game play is shaped by the play
environment, but also by various characteristics of the person playing. We
investigated how player self-esteem predicts post-game motivation (enjoyment,
effort, and tension), and conducted mediated regressions to show that players'
self-esteem alters post-play motivation by affecting how needs are satisfied
during play. We also explored how self-esteem predicts post-play positive and
negative affect and conducted mediated regressions to show how motivation
partially mediates those effects. Our work suggests that players with different
levels of self-esteem experience games differently; but more importantly, we
provide an explanation of how these differences form by examining the
mechanisms during games that ultimately contribute to player experience.
Situating our results within theories of self, we discuss the importance of
self-esteem for understanding player experience, describe the implications for
games research, and consider how self-esteem shapes our interactions with play
technologies.
[10]
Manipulating Leaderboards to Induce Player Experience
Notes! Notes! Notes!
/
Bowey, Jason T.
/
Birk, Max V.
/
Mandryk, Regan L.
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.115-120
© Copyright 2015 ACM
Summary: Assessing and inducing player experience (pX) in games user research (GUR)
is complicated because of the tradeoff between maintaining rigour through
experimental control and having participants feel like they are engaged in
play. To establish and evaluate an embedded method for inducing a sense of
success or failure in participants during gameplay (e.g., to study how
different players exhibit resilience to in-game failure), we manipulated
leaderboard position in an experiment in which 155 participants played a
Bejeweled clone. We show that manipulating success perception through
leaderboards increases the player's perception of competence, autonomy,
presence, enjoyment, and positive affect over manipulated failure. In addition,
displaying the score enhances the effect on positive affect, autonomy and
enjoyment, while not increasing detectability.
[11]
The False Dichotomy between Positive and Negative Affect in Game Play
Workshops & Courses
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Birk, Max V.
/
Iacovides, Ioanna
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Johnson, Daniel
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Mandryk, Regan L.
Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2015-10-05
p.799-804
© Copyright 2015 ACM
Summary: Most of the time games make us happy, but sometimes they are frustrating or
make us feel sad. They allow us to experience pleasure, success and joy, but
they can also yield feelings of frustration, failure, or sorrow from darker
themes. In games, we can experience the full range of emotions -- both positive
and negative. While a positive experience is often the goal, there are many
ways in which negative affect can enhance play. First, the almost masochistic
experience of failure and frustration within play can lead to intense positive
feelings when overcome. Second, negative emotional experiences, such as feeling
uncomfortable, guilty, or sad can also provide additional emotional range that
is valued by players. Third, a number of games have emerged in recent years
that encourage players to think about difficult or challenging issues that are
unlikely to engender positive emotions.
The CHIPLAY 2015 False Dichotomy Workshop focuses on the range of valence in
games and invites experts from across fields to contribute to our understanding
of the interplay between positive and negative affect within play. The workshop
goals are to investigate the interplay between positive and negative affect,
identify gaps in our knowledge, determine future research directions, and build
the community of people interested in the false dichotomy between positive and
negative affect in games. The workshop will consist of a brief introduction
game, followed by group brainstorming, small group interaction, and a closing
plenary discussion.
[12]
Modeling Motivation in a Social Network Game Using Player-Centric Traits and
Personality Traits
Long Presentations
/
Birk, Max V.
/
Toker, Dereck
/
Mandryk, Regan L.
/
Conati, Cristina
Proceedings of the 2015 Conference on User Modeling, Adaptation and
Personalization
2015-06-29
p.18-30
Keywords: User modeling; Personality; Player experience; Social network game; Linear
regression; Moderation; Motivation
© Copyright 2015 Springer International Publishing Switzerland
Summary: People are drawn to play different types of videogames and find enjoyment in
a range of gameplay experiences. Envisaging a representative game player or
persona allows game designers to personalize game content; however, there are
many ways to characterize players and little guidance on which approaches best
model player behavior and preference. To provide knowledge about how player
characteristics contribute to game experience, we investigate how personality
traits as well as player styles from the BrianHex model moderate the prediction
of player motivation with a social network game. Our results show that several
player characteristics impact motivation, expressed in terms of enjoyment and
effort. We also show that player enjoyment and effort, as predicted by our
models, impact players' in-game behaviors, illustrating both the predictive
power and practical utility of our models for guiding user adaptation.
[13]
Effects of arm embodiment on implicit coordination, co-presence, and
awareness in mixed-focus distributed tabletop tasks
Working with others
/
Doucette, Andre
/
Gutwin, Carl
/
Mandryk, Regan
Proceedings of the 2015 Conference on Graphics Interface
2015-06-03
p.131-138
© Copyright 2015 ACM
Summary: Mixed-focus collaboration occurs when people work on individual tasks in a
shared space -- and although their tasks may not be directly linked, they still
need to maintain awareness and manage access to shared resources. This kind of
collaboration is common on tables, where people often use the same space to
carry out work that is only loosely coupled. At physical tables, people easily
manage to coordinate access to the table surface and the artifacts on it,
because people have years of experience interacting around other physical
bodies. At distributed digital tabletops, however, where there is no physical
body for the remote person, many of the natural cues used to manage mixed-focus
collaboration are missing. To compensate, distributed groupware often uses
digital embodiments. On digital touch tables, however, we know little about how
these embodiments affect coordination and awareness. We carried out an
empirical study of how four factors in an arm embodiment (transparency, input
technique, visual fidelity, and tactile feedback) affected implicit
coordination, awareness, and co-presence. We found that although some
embodiments affected subjective feelings of co-presence or awareness, there
were no changes in table behavior -- people acted as if the other person did
not exist. These findings show the possibilities and limitations of digital arm
embodiments, and suggest that the natural advantages of tables for
collaboration may not extend to distributed tables.
[14]
Gender, Age, and Responsiveness to Cialdini's Persuasion Strategies
Understanding Communities
/
Orji, Rita
/
Mandryk, Regan L.
/
Vassileva, Julita
Proceedings of the 2015 International Conference on Persuasive Technology
2015-06-03
p.147-159
Keywords: Persuasive technology; Behavior change; Gender; Age; Persuasive strategies;
Persuasiveness; Individual differences; Susceptibility
© Copyright 2015 Springer International Publishing Switzerland
Summary: Research has shown that there are differences in how males and females
respond to persuasive attempts. This paper examines the persuasiveness of the
six persuasive strategies -- Reciprocity, Scarcity, Authority, Commitment and
Consistency, Consensus and Liking developed by Cialdini with respect to age and
gender. The results of the large-scale study (N = 1108) show that males and
females differ significantly in their responsiveness to the strategies.
Overall, females are more responsive to most of the strategies than males and
some strategies are more suitable for persuading one gender than the other. The
results of our study also reveal some differences between younger adults and
adults with respect to the persuasiveness of the strategies. Finally, the
results show that irrespective of gender and age, there are significant
differences between the strategies regarding their perceived persuasiveness
overall, shedding light on the comparative effectiveness of the strategies.
[15]
Mobile Gamification for Crowdsourcing Data Collection: Leveraging the
Freemium Model
Motivation & Participation
/
Dergousoff, Kristen
/
Mandryk, Regan L.
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1065-1074
© Copyright 2015 ACM
Summary: Classic ways of gathering data on human behaviour are time-consuming, costly
and are subject to limited participant pools. Crowdsourcing offers a reduction
in operating costs and access to a diverse and large participant pool; however
issues arise concerning low worker pay and questions about data quality.
Gamification provides a motivation to participate, but also requires the
development of specialized, research-question specific games that can be costly
to produce. Our solution combines gamification and crowdsourcing in a
smartphone-based system that emulates the popular Freemium model of play to
motivate voluntary participation through in-game rewards, using a robust
framework to study multiple unrelated research questions within the same
system. We deployed our game on the Android store and compared it to a gamified
laboratory version and a non-gamified laboratory version, and found that
players who used the in-game rewards were motivated to do experimental tasks.
There was no difference between the systems for performance on a motor task;
however, performance on the cognitive task was worse for the crowdsourced game.
We discuss options for improving performance on tasks requiring attention.
[16]
Long-Term Use of Motion-Based Video Games in Care Home Settings
HCI for the Elderly
/
Gerling, Kathrin M.
/
Mandryk, Regan L.
/
Linehan, Conor
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1573-1582
© Copyright 2015 ACM
Summary: Recent research suggests that motion-based video games have the potential to
provide both mental and physical stimulation for older adults in residential
care. However, little research has explored the practical challenges and
opportunities that arise from integrating these games within existing schedules
of activities in these contexts. In our work, we report on a qualitative
enquiry that was conducted over a three month period at two long-term care
facilities. Findings suggest that older adults enjoyed playing video games, and
that games can be a valuable means of re-introducing challenge in late life,
but that the impact of age-related changes and impairment can influence
people's ability to engage with games in a group setting. We outline core
challenges in the design for care context and discuss implications of our work
regarding the suitability of games as a self-directed leisure activity.
[17]
Now You Can Compete With Anyone: Balancing Players of Different Skill Levels
in a First-Person Shooter Game
Player Performance & Experience in Games
/
Vicencio-Moreira, Rodrigo
/
Mandryk, Regan L.
/
Gutwin, Carl
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2255-2264
© Copyright 2015 ACM
Summary: When player skill levels differ widely in a competitive First-Person Shooter
(FPS) game, enjoyment suffers: weaker players become frustrated and stronger
players become less engaged. Player balancing techniques attempt to assist the
weaker player and make games more competitive, but these techniques have
limitations for deployment when skill levels vary substantially. We developed
new player balancing schemes to deal with a range of FPS skill difference, and
tested these techniques in one-on-one deathmatches using a commercial-quality
FPS game developed with the UDK engine. Our results showed that the new
balancing schemes are extremely effective at balancing, even for players with
large skill differences. Surprisingly, the techniques that were most effective
at balancing were also rated as most enjoyable by both players -- even though
these schemes were the most noticeable. Our study is the first to show that
player balancing can work well in realistic FPS games, providing developers
with a way to increase the audience for this popular genre. In addition, our
results demonstrate the idea that successful balancing is as much about the way
the technique is applied as it is about the specific manipulation.
[18]
Designing Wheelchair-Based Movement Games
Papers from Assets 2013
/
Gerling, Kathrin M.
/
Mandryk, Regan L.
/
Miller, Matthew
/
Kalyn, Michael R.
/
Birk, Max
/
Smeddinck, Jan D.
ACM Transactions on Accessible Computing
2015-03
v.6
n.2
p.6
© Copyright 2015 ACM
Summary: 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.
[19]
Improving player balancing in racing games
Research paper presentations
/
Cechanowicz, Jared E.
/
Gutwin, Carl
/
Bateman, Scott
/
Mandryk, Regan
/
Stavness, Ian
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.47-56
© Copyright 2014 ACM
Summary: In competitive games where players' skill levels are mismatched, the play
experience can be unsatisfying for both stronger and weaker players. Player
balancing provides assistance for less-skilled players in order to make games
more competitive and engaging. Although player balancing can be seen in many
real-world games, there is little work on the design and effectiveness of these
techniques outside of shooting games. In this paper we provide new knowledge
about player balancing in the popular and competitive racing genre. We studied
issues of noticeability and balancing effectiveness in a prototype racing game,
and tested the effects of several balancing techniques on performance and play
experience. The techniques significantly improved the balance of player
performance, were preferred by both experts and novices, increased novices'
feelings of competitiveness, and did not detract from experts' experience. Our
results provide new understanding of the design and use of player balancing for
racing games, and provide novel techniques that can also be applied to other
genres.
[20]
Decreasing sedentary behaviours in pre-adolescents using casual exergames at
school
Research paper presentations
/
Gao, Yue
/
Gerling, Kathrin M.
/
Mandryk, Regan L.
/
Stanley, Kevin G.
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.97-106
© Copyright 2014 ACM
Summary: There are risks to too much sedentary behaviour, regardless of a person's
level of physical activity, particularly for children. As exercise habits
instilled during childhood are strong predictors of healthy lifestyles later in
life, it is important that schools break up long sedentary periods with short
periods of physical activity. Casual exergames are an appealing option for
schools who wish to engage adolescents, and have been shown to provide exertion
levels at recommended values, even when played for only 10 minutes. In this
paper we describe a preliminary survey with teachers of a local school that
informed the deployment of a casual exergame with a group of pre-adolescent
students from the same school. We show that students preferred the game to
traditional exercise, that the game was able to generate appropriate levels of
exertion in pre-adolescents, and that students have a sophisticated
understanding of the role of exercise in their lives. Overall, we establish the
feasibility of casual exergames for combating sedentary behavior in preteen
classrooms.
[21]
Designing a gameful system to support the collection, curation, exploration,
and sharing of sports memorabilia
Works-in-progress
/
Watson, Diane
/
Valtchanov, Deltcho
/
Hancock, Mark
/
Mandryk, Regan
Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human
Interaction in Play
2014-10-19
p.451-452
© Copyright 2014 ACM
Summary: Collectors often attach memories and stories to the objects they collect.
These stories can be lost over time, and particularly when the collections are
digitized. In this paper, we present semi-structured interviews with collectors
of hockey memorabilia to inform a set of design guidelines for creating games
and playful interfaces that support collectors. Our interviews highlighted the
importance of narrative, organization, and authenticity to collection, and
identified the need to support emergent behaviour. Our work provides an example
of gameful design principles that could motivate collectors to digitize and
share their collections.
[22]
The effectiveness (or lack thereof) of aim-assist techniques in first-person
shooter games
Understanding and designing games
/
Vicencio-Moreira, Rodrigo
/
Mandryk, Regan L.
/
Gutwin, Carl
/
Bateman, Scott
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.937-946
© Copyright 2014 ACM
Summary: Aim-assistance techniques have been shown to work for player balancing in 2D
environments, but little information exists about how well these techniques
will work in a 3D FPS game. We carried out three studies of the performance of
five different aim assists in an Unreal-based game world. The assists worked
well in a target-range scenario (study 1), but their performance was reduced
when game elements were introduced in a walkthrough map (study 2). We
systematically examined the relationships between realistic game elements and
assist performance (study 3). These studies show that two techniques -- bullet
magnetism and area cursor -- worked well in a wide variety of situations. Other
techniques that worked well were too perceptible, and some
previously-successful techniques did not work well in any game-like scenario.
Our studies are the first to provide empirical evidence of the performance of
aim assist techniques in 3D environments, and the first to identify the
complexities in using these techniques in real FPS games.
[23]
Effects of balancing for physical abilities on player performance,
experience and self-esteem in exergames
Exergame design
/
Gerling, Kathrin Maria
/
Miller, Matthew
/
Mandryk, Regan L.
/
Birk, Max Valentin
/
Smeddinck, Jan David
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2201-2210
© Copyright 2014 ACM
Summary: 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.
[24]
The effects of embodied persuasive games on player attitudes toward people
using wheelchairs
Persuasive technologies and applications
/
Gerling, Kathrin Maria
/
Mandryk, Regan L.
/
Birk, Max Valentin
/
Miller, Matthew
/
Orji, Rita
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3413-3422
© Copyright 2014 ACM
Summary: People using wheelchairs face barriers in their daily lives, many of which
are created by people who surround them. Promoting positive attitudes towards
persons with disabilities is an integral step in removing these barriers and
improving their quality of life. In this context, persuasive games offer an
opportunity of encouraging attitude change. We created a wheelchair-controlled
persuasive game to study how embodied interaction can be applied to influence
player attitudes over time. Our results show that the game intervention
successfully raised awareness for challenges that people using wheelchairs
face, and that embodied interaction is a more effective approach than
traditional input in terms of retaining attitude change over time. Based on
these findings, we provide design strategies for embodied interaction in
persuasive games, and outline how our findings can be leveraged to help
designers create effective persuasive experiences beyond games.
[25]
How players value their characters in world of warcraft
Gaming
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Livingston, Ian J.
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Gutwin, Carl
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Mandryk, Regan L.
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Birk, Max
Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative
Work and Social Computing
2014-02-15
v.1
p.1333-1343
© Copyright 2014 ACM
Summary: Characters in games such as World of Warcraft allow players to act in the
game world and to interact with others. Game characters and avatars are a
mediated form of self-representation for the player, but some research suggests
that players also view characters in other ways that have to do with the kinds
of value that the characters provide. To better understand the ways that
players value their characters in an online environment, we carried out a
semi-structured interview study of twenty World of Warcraft players. From our
data we identify ten kinds of value that characters can provide -- including
utility, investment, communication, memory, enjoyment, and representations of
relationships, as well as value as an opportunity for experience, creativity,
sociability, and self-expression. The analytical lens of value provides a new
understanding of the ways that players appreciate characters in online
multi-user worlds. Our results can help developers understand and enhance an
element of multi-player games that contributes greatly to player experience and
satisfaction.