Game Design B

会議の名前
CHI 2024
A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in China
要旨

Otome games (also known as romantic video games, or RVGs) are story-based video games that are designed for young women, simulating the experience of a romantic relationship. Players are invited to adopt the female avatar’s perspective in the story and date one or more of the male characters. Our empirical study focuses on the different types of social support among the players of the Chinese otome game Mr. Love: Queen’s Choice. We discovered that although the game was initially designed to be a consumer product aiming to profit from a largely marginalized and stigmatized group of gamers, i.e., young female gamers, the game has created a gaming community in which the players seek and provide each other with social support. We primarily use ethnographic methods, including participant observation and in-depth interviews. Our study contributes to HCI research on mediated social support in game.

著者
Qinyuan Lei
City University of Hong Kong, Hong Kong, Hong Kong
Ran Tang
University of Washington, Seattle, Washington, United States
Hiu Man Ho
The Hong Kong Polytechnic University, HKSAR, China
Han Zhou
University of Wisconsin–Madison, Madison, Wisconsin, United States
Jingyi Guo
The Pennsylvania State University, State College, Pennsylvania, United States
Zilu Tang
Southern University of Science and Technology, Shenzhen, China
論文URL

https://doi.org/10.1145/3613904.3642306

動画
Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players
要旨

Measuring the subjective experience of digital game players is essential to player experience research. Recently, the Player Experience Inventory (PXI) was developed, which assesses both functional and psychosocial consequences of digital gameplay. We present a pre-registered independent online study with a large sample to provide additional evidence of psychometric quality for the PXI. Responses from 1518 participants were collected, rating a recent or memorable experience playing a digital game using the PXI and related measures. While our results from standard psychometric reliability and validity analyses generally favored the PXI, we also identified challenges with the immersion construct. Further, we find a ten-factor model, or alternatively, an 11-factor should enjoyment be measured, to fit our collected data best. In sum, the PXI is a valuable tool to measure a variety of constructs central to player experience.

著者
Sebastian A. C.. Perrig
University of Basel, Basel, Switzerland
Nicolas Scharowski
University of Basel, Basel, Switzerland
Florian Brühlmann
University of Basel, Basel, Switzerland
Nick von Felten
University of Basel, Basel, Switzerland
Klaus Opwis
University of Basel, Basel, Switzerland
Lena Fanya. Aeschbach
University of Basel, Basel, Switzerland
論文URL

https://doi.org/10.1145/3613904.3642270

動画
Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain
要旨

Gaze interaction is a promising interaction method to increase va- riety, challenge, and fun in games.We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze-based interactions. \shedSomeFear includes control with eye-gaze and traditional keyboard input. The eye-gaze interactions are partially based on eye exercises reducing digital eye strain but also on employing peripheral vision. By employing eye-gaze as a necessary input mechanism, we explore the effects on and tradeoffs between user enjoyment and digital eye strain in a five-day longitudinal between-subject study (N=17) compared to interaction with a traditional mouse. We found that perceived competence was significantly higher with eye gaze interaction and significantly higher internal eye strain. With this work, we contribute to the not straightforward inclusion of eye tracking as a useful and fun input method for games.

著者
Mark Colley
Ulm University, Ulm, Germany
Beate Wanner
Ulm University, Ulm, Germany
Max Rädler
Ulm University, Ulm, Germany
Marcel Rötzer
Ulm University, Ulm, Germany
Julian Frommel
Utrecht University, Utrecht, Netherlands
Teresa Hirzle
University of Copenhagen, Copenhagen, Denmark
Pascal Jansen
Ulm University, Ulm, Baden-Württemberg, Germany
Enrico Rukzio
University of Ulm, Ulm, Germany
論文URL

https://doi.org/10.1145/3613904.3641909

動画
Damage Optimization in Video Games: A Player-Driven Co-Creative Approach
要旨

The concept of dealing damage is established and widespread in video games. With growing complexity and countless interactions in modern games, capturing how damage unfolds becomes an intricate problem - for developers just as for players. Misunderstanding how to optimize damage potentials includes risks of game imbalances, game-breaking exploits, mismatches between player skill and challenge (harming flow), and impaired perceived competence. All of these considerably impact player experience, game reception, success, and retention, yet polishing optimal strategies remains often a player community effort. To accelerate, inform and ease this process, we implemented an interactive tool capable of simulating, visualizing, planning and comparing damage strategies in video games. Following a case study within the Guild Wars 2 community, we contribute a player-driven perspective on the problem of damage optimization, as well as an artifact that resulted in empirical improvements – advancing the fields of game analytics, game evaluation methods and self-regulated learning.

著者
Johannes Pfau
Utrecht University, Utrecht, Netherlands
Manik Charan
Utrecht University, Utrecht, Netherlands
Erica Kleinman
Northeastern University, Boston, Massachusetts, United States
Magy Seif El-Nasr
University of California, Santa Cruz, Santa Clara, California, United States
論文URL

https://doi.org/10.1145/3613904.3642643

動画
The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics
要旨

In multiplayer gaming, skill disparity can lead to frustrating and excluding experiences. Balancing approaches exist to level the playing field (e.g., providing aim assistance to low-performing players), but it is unclear how different design choices affect individual player experience. We first introduce a design space for balancing mechanics encompassing six categories: Determination, Timing, Targeting, Effect, Feedback, and Information. We then present a mixed-methods study, focused on the effect of two subcategories: Targeting Direction and Effect Dependency on skill. In this study, eight pairs of participants played a game prototype and experienced seven balancing mechanics. We collected data from questionnaires and group interviews, revealing implications for future designs, including the importance of 1) merited victory that does not ignore individual achievements, 2) sense of agency when determining the balancing before and during gameplay, and 3) balancing as an intrinsic part of the game that does not disrupt the core gameplay.

著者
David Gonçalves
Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
Daniel Barros
University of Lisbon, Lisbon, Portugal
Pedro Pais
LASIGE, Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal, Lisboa, Portugal
João Guerreiro
Universidade de Lisboa, Lisbon, Portugal
Tiago Guerreiro
Universidade de Lisboa, Lisbon, Portugal
André Rodrigues
Universidade de Lisboa, Lisboa, Portugal
論文URL

https://doi.org/10.1145/3613904.3642441

動画