Player Experience

会議の名前
CHI 2023
Automation Confusion: A Grounded Theory of Non-Gamers' Confusion in Partially Automated Action Games
要旨

Partial automation makes digital games simpler by performing game actions for players. It may simplify gameplay for non-gamers who have difficulty controlling and understanding games. However, the automation may make players confused about what they control and what the automation controls. To describe and explain non-gamers' experiences of automation confusion, we analyzed gameplay, think-aloud, and interview data from ten non-gamer participants who played two partially automated games. Our results demonstrate how incorrect mental models, behaviours resulting from those models, and players' attitudes towards the games led to different levels and types of confusion.

著者
Gabriele Cimolino
Queen's University, Kingston, Ontario, Canada
Renee (Xinyu) Chen
Queen's University, Kingston, Ontario, Canada
Carl Gutwin
University of Saskatchewan, Saskatoon, Saskatchewan, Canada
T.C. Nicholas Graham
Queen's University, Kingston, Ontario, Canada
論文URL

https://doi.org/10.1145/3544548.3581116

動画
Transparency, Fairness, and Coping: How Players Experience Moderation in Multiplayer Online Games
要旨

Multiplayer online games seek to address toxic behaviors such as trolling and griefing through behavior moderation, where penalties such as chat restriction or account suspension are issued against toxic players in the hope that punishments create a teachable moment for punished players to reflect and improve future behavior. While punishments impact player experience (PX) in profound ways, little is known regarding how players experience behavior moderation. In this study, we conducted a survey of 291 players to understand their experiences with punishments in online multiplayer games. Through several statistical analyses, we found that moderation explanation plays a critical role in improving players’ perceived transparency and fairness of moderation; and these perceptions significantly affect what players do after punishments. We discuss moderation experience as an important facet of PX, bridge the game and moderation literature, and provide design implications for behavior moderation in multiplayer online games.

著者
Renkai Ma
Pennsylvania State University, State College, Pennsylvania, United States
Yao Li
University of Central Florida, Orlando, Florida, United States
Yubo Kou
Pennsylvania State University, State College, Pennsylvania, United States
論文URL

https://doi.org/10.1145/3544548.3581097

動画
Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games
要旨

We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.

著者
Stephanie Milani
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Arthur Juliani
Microsoft Research, New York, New York, United States
Ida Momennejad
Microsoft Research, New York, New York, United States
Raluca Georgescu
Microsoft Research, Cambridge, United Kingdom
Jaroslaw Rzepecki
Monumo, Cambridge, United Kingdom
Alison Shaw
Ninja Theory, Cambridge, United Kingdom
Gavin Costello
Ninja Theory, Cambridge, United Kingdom
Fei Fang
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Sam Devlin
Microsoft Research, Cambridge, United Kingdom
Katja Hofmann
Microsoft, Cambridge, United Kingdom
論文URL

https://doi.org/10.1145/3544548.3581348

Building Positively Affective Location-Based Advertising: A Study of Pokémon GO Players
要旨

With the expanding popularity of Location-Based Games and the rise of advertising therein, there exists a need to comprehend the impact of Location-Based Game Advertising (LGA). This paper seeks to identify what makes positively affective LGA, leveraging Pokémon GO as a probe. Researchers conducted twenty-seven (n=27) semi-structured interviews with Pokémon GO players to reveal lived experiences regarding LGA. Our findings highlight \revision{the following} direct implications for LGA: (1) LGA act as a digital billboard, conveying qualitative alongside locative information, and (2) well-received LGA enhances the player’s agency. We additionally identify findings that have auxiliary implications to LGA: (3) positive memorability occurs when points of interest match physical reality, and (4) ludic engagement is a mediating factor in the memorability of locations. This research demonstrates that LGA in Location-Based Games is surprisingly well-received. However, developers must provide extra consideration to the player’s agency for such techniques to be effective.

著者
John Dunham
Rochester Institute of Technology, Rochester, New York, United States
Konstantinos Papangelis
Rochester Institute of Technology, Rochester, New York, United States
Cati Boulanger
Niantic Inc., San Francisco, California, United States
Nicolas LaLone
University of Nebraska at Omaha, Omaha, Nebraska, United States
Evangelia [Lina] Nika
University of Sunderland, Sunderland, United Kingdom
Michael Saker
City University London, London, United Kingdom
David I. Schwartz
RIT, Rochester, New York, United States
論文URL

https://doi.org/10.1145/3544548.3580939

動画
Smooth as - The Effects of Frame Rate Variation on Game Player Quality of Experience
要旨

For gamers, high frame rates are important for a smooth visual display and good quality of experience (QoE). However, high frame rates alone are not enough as variations in the frame display times can degrade QoE even as the average frame rate remains high. While the impact of steady frame rates on player QoE is fairly well-studied, the effects of frame rate variation is not. This paper presents a 33-person user study that evaluates the impact of frame rate variation on users playing three different computer games. Analysis of the results shows average frame rate alone is a poor predictor of QoE, and frame rate variation has a significant impact on player QoE. While the standard deviation of frame times is promising as a general predictor for QoE, frame time standard deviation may not be accurate for all individual games. However, 95% frame rate floor -– the bottom 5% of frame rates the player experiences –- appears to be an effective predictor of both QoE overall and for the individual games tested.

著者
Shengmei Liu
Worcester Polytechnic Institute, Worcester, Massachusetts, United States
Atsuo Kuwahara
Intel Corporation, Hillsboro, Oregon, United States
James J. Scovell
Intel Corporation, Hillsboro, Oregon, United States
Mark Claypool
WPI, Worcester, Massachusetts, United States
論文URL

https://doi.org/10.1145/3544548.3580665

動画
Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS
要旨

Measuring perceived challenge and demand in video games is crucial as these player experiences are essential to creating enjoyable games. Two recent measures that identified seemingly distinct structures of challenge (Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) - cognitive, emotional, performative, decision-making) and demand (Video Game Demand Scale (VGDS) - cognitive, emotional, controller, exertional, social) have been theorised to overlap, reflecting the five-factor demand structure. To investigate the overlap between these two scales we compared a five (complete overlap) and nine-factor (no overlap) model by surveying 1,101 players asking them to recall their last gaming experience before completing CORGIS and VGDS. After failing to confirm both models, we conducted an exploratory factor analysis. Our findings reveal seven dimensions, where the five-factor VGDS model holds alongside two additional CORGIS dimensions of performative and decision-making, ultimately providing a more holistic understanding of the concepts whilst highlighting unique aspects of each approach.

著者
Alex Flint
City, University of London, London, United Kingdom
Alena Denisova
University of York, York, United Kingdom
Nick Bowman
Syracuse University, Syracuse, New York, United States
論文URL

https://doi.org/10.1145/3544548.3581409

動画