Virtual Reality, Embodied Experiences, Toxicity

[A] Paper Room 06, 2021-05-11 17:00:00~2021-05-11 19:00:00 / [B] Paper Room 06, 2021-05-12 01:00:00~2021-05-12 03:00:00 / [C] Paper Room 06, 2021-05-12 09:00:00~2021-05-12 11:00:00

会議の名前
CHI 2021
Limited control over the body as intriguing play design resource
要旨

Interest in combining interactive play and the human body, using “bodily play” systems, is increasing. While these systems primarily prioritize a player’s control over their bodily actions, we see intriguing possibilities in the pursuit of “limited control over the body” as an intriguing design resource for bodily play systems. In this paper, we use three of our bodily play systems to illustrate how designers can engage with limited control over the body by varying the player’s degree of indirect control (for instance, via other bodily activity and external triggers). We also propose four strategies for employing limited control over the body: Exploration, Reflection, Learning and Embracement. We hope our own work and the strategies developed from it will assist designers to employ limited control over the body, ultimately helping people benefit from engaging their bodies through play.

著者
Florian Floyd. Mueller
Monash University, Melbourne, VIC, Australia
Rakesh Patibanda
RMIT University, Melbourne, Victoria, Australia
Richard Byrne
Monash University, Melbourne, Australia
Zhuying Li
Monash University, Melbourne, Victoria, Australia
Yan Wang
Monash University, Melbourne, Victoria, Australia
Josh Andres
Monash University, Melbourne, Victoria, Australia
Xiang Li
Monash University, Melbourne, Australia
Jonathan Marquez
RMIT University, Melbourne, Victoria, Australia
Stefan Greuter
Deakin University, Melbourne, Victoria, Australia
Jonathan Duckworth
Monash University, Melbourne, Victoria, Australia
Joe Marshall
University of Nottingham, Nottingham, United Kingdom
DOI

10.1145/3411764.3445744

論文URL

https://doi.org/10.1145/3411764.3445744

動画
Tabletop Games in the Age of Remote Collaboration: Design Opportunities for a Socially Connected Game Experience
要旨

Prior research has highlighted opportunities for technology to better support the tabletop game experience in offline and online settings, but little work has focused on the social aspect of tabletop gaming. We investigated the social and collaborative aspects of tabletop gaming in the unique context of “social distancing” during the 2020 COVID-19 pandemic to shed light on the experience of remote tabletop gaming. With a multi-method qualitative approach (including digital ethnography and in-depth interviews), we empirically studied how people appropriate existing technologies and adapt their offline practices to play tabletop games remotely. We identify three themes that describe people’s game and social experience during remote play: creating a shared tabletop environment (shared space), enabling a collective understanding (shared information and awareness), and facilitating a communal temporal experience (shared time). We reflect on challenges and design opportunities for a better experience in the age of remote collaboration.

受賞
Honorable Mention
著者
Ye Yuan
University of Minnesota, Minneapolis, Minnesota, United States
Jan Cao
Northwestern University, Evanston, Illinois, United States
Ruotong Wang
University of Washington , Seattle , Washington, United States
Svetlana Yarosh
University of Minnesota, Minneapolis, Minnesota, United States
DOI

10.1145/3411764.3445512

論文URL

https://doi.org/10.1145/3411764.3445512

動画
Flag and Flaggability in Automated Moderation: The Case of Reporting Toxic Behavior in an Online Game Community
要旨

Online platforms rely upon users or automated tools to flag toxic behaviors, the very first step in online moderation. While much recent research has examined online moderation, the role of flag remains poorly understood. This question becomes even more urgent in automated moderation, where flagging becomes a primary source of human judgment. We conducted a qualitative study of flagging practices in League of Legends (LoL), a popular eSports game. We found stark differences between how flag is designed to identify toxicity, and flaggability, or how players use and appropriate flag. Players distrust flag, but also appropriate flag for instrumental purposes. Thus, flaggability diverges decidedly from the conception of toxicity, and must be understood within the highly competitive gaming context of LoL. These findings help shed light on the situated nature of flaggability, the role of flag in online moderation, as well as implications for designing flag and moderation.

著者
Yubo Kou
Pennsylvania State University, State College, Pennsylvania, United States
Xinning Gui
Pennsylvania State University, State College, Pennsylvania, United States
DOI

10.1145/3411764.3445279

論文URL

https://doi.org/10.1145/3411764.3445279

動画
Don't You Know That You're Toxic: Perceptions of Toxicity in Online Gaming
要旨

Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention—but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These findings further highlight the multifaceted nature of toxicity in online video games.

著者
Nicole A. Beres
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Julian Frommel
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Elizabeth Reid
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Regan L. Mandryk
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
Madison Klarkowski
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
DOI

10.1145/3411764.3445157

論文URL

https://doi.org/10.1145/3411764.3445157

動画
Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames
要旨

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.

著者
Wenge Xu
Xi’an Jiaotong-Liverpool University, Suzhou, Jiangsu, China
Hai-Ning Liang
Xi'an Jiaotong-Liverpool University, Suzhou, China
Kangyou Yu
Xi’an Jiaotong-Liverpool University, Suzhou, China
Nilufar Baghaei
Massey University, Auckland, New Zealand
DOI

10.1145/3411764.3445801

論文URL

https://doi.org/10.1145/3411764.3445801

動画
Physical Warm-up Games. Exploring the Potential of Play and Technology Design
要旨

Warm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games.

受賞
Honorable Mention
著者
Elena Márquez Segura
Universidad Carlos III de Madrid, Madrid, Spain
Laia Turmo Vidal
Uppsala University, Uppsala, Sweden
Annika Waern
Dept of Informatics and Media, Uppsala, Sweden
Jared Duval
University of California Santa Cruz, Santa Cruz, California, United States
Luis Parrilla Bel
Uppsala University, Uppsala, Sweden
Ferran Altarriba Bertran
UC Santa Cruz, Santa Cruz, California, United States
DOI

10.1145/3411764.3445163

論文URL

https://doi.org/10.1145/3411764.3445163

動画
Restraints as a Mechanic for Bodily Play
要旨

This paper presents restraints - directly imposed restrictions on players' bodily movements, as a mechanic for bodily play in HCI. While this is a familiar mechanic in non-digital movement-based games, its potential in designing bodily play experiences in HCI has been scarcely explored. Three types of restraints observed in non-digital movement-based games, are explored here: fixating body parts, excluding body parts and depriving/manipulating bodily senses. Then, we investigate the experiential dynamics of restraints as a bodily play mechanic bridging a phenomenological perspective on bodily movement with theories on play. These investigations form the theoretical framework for the subsequent analysis of five digital body game examples. Building on this analysis and theoretical framework, we formulate five design strategies for implementing restraints as a mechanic for bodily play in HCI. We propose restraints as a generative resource for researchers and designers interested in understanding and designing bodily play experiences in HCI.

著者
Louise Petersen. Matjeka
Norwegian University of Science and Technology, Trondheim, Trondelag, Norway
Mads Hobye
Roskilde University, Roskilde, Denmark
Henrik Svarrer Larsen
Malmö University, Malmö, Sweden
DOI

10.1145/3411764.3445622

論文URL

https://doi.org/10.1145/3411764.3445622

動画
Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model
要旨

The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness - ImSoFit - Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players' behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games.

著者
Elena Márquez Segura
Universidad Carlos III de Madrid, Madrid, Spain
Katja Rogers
University of Waterloo, Waterloo, Ontario, Canada
Anna Lisa Martin-Niedecken
Department of Design, Subject Area Game Design, Zurich, Switzerland
Stephan Niedecken
Sphery Ltd, Zurich, Switzerland
Laia Turmo Vidal
Uppsala University, Uppsala, Sweden
DOI

10.1145/3411764.3445592

論文URL

https://doi.org/10.1145/3411764.3445592

動画
Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games
要旨

Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience (PX). Until now, it remains unclear whether and how an asymmetric game design with interdependences creates comparably enjoyable PX for both an HMD and a non-HMD player. In this work, we designed and implemented an asymmetric VR game (different in its user interface) with two types of interdependence: \textit{strategic} (difference in game information/player capability) and \textit{biometric} (difference in player’s biometric influence). Our mixed-methods user study (N=30) shows that asymmetries positively impact PX for both player roles, that interdependence strongly affects players’ perception of agency, and that biometric feedback---while subjective---is a valuable game mechanic.

著者
Sukran Karaosmanoglu
Universität Hamburg, Hamburg, Germany
Katja Rogers
University of Waterloo, Waterloo, Ontario, Canada
Dennis Wolf
Ulm University, Ulm, Germany
Enrico Rukzio
University of Ulm, Ulm, Germany
Frank Steinicke
Universität Hamburg, Hamburg, Germany
Lennart E.. Nacke
University of Waterloo, Waterloo, Ontario, Canada
DOI

10.1145/3411764.3445492

論文URL

https://doi.org/10.1145/3411764.3445492

動画
Towards the Next Generation of Gaming Wearables
要旨

Recent studies on gaming wearables show that wearables can contribute to the gaming experience by bolstering performativity , facilitating social interaction, and accommodating distinct interaction modalities. Still, these studies focused on contexts such as role-playing, casual, or festival games. Stakeholder-oriented research that explores the integration of wearables for mainstream gaming platforms such as game consoles is scarce. To fill this gap, we have conducted an exploratory study through 6 participatory design workshops focusing on different aspects of wearables with 33 participants from different stakeholders. As a result, we have created fifteen design themes and three gaming wearable concepts that led to seven actionable design implications which can be adopted by designers and researchers for designing gaming wearables.

著者
Oğuz 'Oz' Buruk
Tampere University, Tampere, Finland
Mikko Salminen
Tampere University, Tampere, Finland
Nannan Xi
Tampere University, Tampere, Finland
Timo Nummenmaa
Tampere University, Tampere, Finland
Juho Hamari
Tampere University, Tampere, Finland
DOI

10.1145/3411764.3445785

論文URL

https://doi.org/10.1145/3411764.3445785

動画
Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
要旨

The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N = 217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.

著者
Katharina Emmerich
University of Duisburg-Essen, Duisburg, NRW, Germany
Andrey Krekhov
University of Duisburg-Essen, Duisburg, NRW, Germany
Sebastian Cmentowski
University of Duisburg-Essen, Duisburg, NRW, Germany
Jens Krueger
University of Duisburg-Essen, Duisburg, NRW, Germany
DOI

10.1145/3411764.3445515

論文URL

https://doi.org/10.1145/3411764.3445515

動画
Using Intersectional Representation & Embodied Identification in Standard Video Game Play to Reduce Societal Biases
要旨

While virtual character embodiment has been studied as a mitigator of singular societal biases in fully immersive VR and empathy games, there have been no major studies on representation featuring standard game play or intersectional identities. In our study, participants played a short 2D video game with racial and gender character manipulations. They then rated a LinkedIn profile application to examine interactions of racial and gender biases. White male participants showed bias against black and female applicants, with the black female applicant experiencing both racial and gender bias. However, participants who embodied certain underrepresented characters in the game displayed reduced biases. Participants' perceived identification with the characters moderated this effect. The study highlights a lack of homogeneity in the prevalence and potential reduction of different societal biases and incorporates intersectionality to illustrate how multiple parts of a player character's identity can be used to combat biases.

著者
Marie Jarrell
Clemson University, Clemson, South Carolina, United States
Reza Ghaiumy Anaraky
Clemson University, Clemson, South Carolina, United States
Bart Knijnenburg
Clemson University, Clemson, South Carolina, United States
Erin Ash
Clemson University, Clemson, South Carolina, United States
DOI

10.1145/3411764.3445161

論文URL

https://doi.org/10.1145/3411764.3445161

動画