Understanding Player Experiences

会議の名前
CHI 2024
Tunnel Runner: a Proof-of-principle for the Feasibility and Benefits of Facilitating Players' Sense of Control in Cognitive Assessment Games
要旨

Cognitive assessment games attempt to improve cognitive assessment's experience and data quality by implementing game-like features, e.g., points and narratives. However, cognitive games maintain the repetitiveness and restricted control common in traditional cognitive assessment tasks, which thwart players' sense of control and impair their motivation and experience. Leading to only modest improvements over traditional tasks. To demonstrate the value of designing cognitive games that facilitate a sense of control, we created and evaluated the infinite runner game Tunnel Runner. In two studies ($n_1$=117, $n_2$=121), we assessed the validity of the game’s cognitive measurements (inhibitory control, decision-making) against traditional cognitive tasks. Our results demonstrate Tunnel Runner’s valid and reliable cognitive measurements alongside substantial improvements to players’ experience and sense of control compared to the cognitive tasks, showcasing the feasibility and benefits of cognitive games designed to facilitate players’ sense of control.

著者
Benny Markovitch
Eindhoven University of Technology, Eindhoven, Netherlands
Panos Markopoulos
Eindhoven University of Technology, Eindhoven, Netherlands
Max V.. Birk
Eindhoven University of Technology, Eindhoven, Netherlands
論文URL

https://doi.org/10.1145/3613904.3642418

動画
"I Know What You Mean": Context-Aware Recognition to Enhance Speech-Based Games
要旨

Recent advances in language processing and speech recognition open up a large opportunity for video game companies to embrace voice interaction as an intuitive feature and appealing game mechanics. However, speech-based systems still remain liable to recognition errors. These add a layer of challenge on top of the game's existing obstacles, preventing players from reaching their goals and thus often resulting in player frustration. This work investigates a novel method called context-aware speech recognition, where the game environment and actions are used as supplementary information to enhance recognition in a speech-based game. In a between-subject user study (N=40), we compared our proposed method with a standard method in which recognition is based only on the voice input without taking context into account. Our results indicate that our proposed method could improve the player experience and the usability of the speech system.

受賞
Honorable Mention
著者
Nima Zargham
University of Bremen, Bremen, Germany
Mohamed Lamine Fetni
University of Bremen, Bremen, Germany
Laura Spillner
University of Bremen, Bremen, Germany
Thomas Muender
University of Bremen, Bremen, Germany
Rainer Malaka
University of Bremen, Bremen, Germany
論文URL

https://doi.org/10.1145/3613904.3642426

動画
Screenless Interactive Tabletop Gaming with Capacitive Surface Sensing
要旨

Many interactive systems that support tabletop games either augment the experience with additional elements or transform game components into digital counterparts, e.g., using mixed reality. However, as many users prefer tangible game elements, digital augmentations can disrupt the immersion they seek to enhance, often due to the complexity of the hardware used. Responding to this challenge, we designed a screenless interactive tabletop system with capacitive sensing. The system is suitable for novice players and provides automatic score-keeping. Our method eliminates the need for external sensors and retains all original game pieces intact. We evaluated our system in a study with a forest planting game (n = 20). Gameplay with our system exhibited shorter turn duration, and participants adopted more effective strategies than in traditional gameplay. These results underscore the potential of screenless interactive tabletops to amplify the gaming experience without causing distractions.

著者
Krzysztof Adamkiewicz
Lodz University of Technology, Lodz, Poland
Julia Dominiak
Lodz University of Technology, Łódź, Poland
Anna Walczak
Lodz University of Technology, Łódź, Poland
Andrzej Romanowski
Lodz University of Technology, Lodz, Poland
Paweł W. Woźniak
Chalmers University of Technology, Gothenburg, Sweden
論文URL

https://doi.org/10.1145/3613904.3642654

動画
Characterizing and Quantifying Expert Input Behavior in League of Legends
要旨

To achieve high performance in esports, players must be able to effectively and efficiently control input devices such as a computer mouse and keyboard (i.e., input skills). Characterizing and quantifying a player’s input skills can provide useful insights, but collecting and analyzing sufficient amounts of data in ecologically valid settings remains a challenge. Targeting the popular esports game, League of Legends, we go beyond the limitations of previous studies and demonstrate a holistic pipeline of input behavior analysis: from quantifying the quality of players’ input behavior (i.e., input skill) to training players based on the analysis. Based on interviews with five top-tier professionals and analysis of input behavior logs from 4,835 matches played freely at home collected from 193 players (including 18 professionals), we confirmed that players with higher ranks in the game implement eight different input skills with higher quality. In a three-week follow-up study using a training aid that visualizes a player’s input skill levels, we found that the analysis provided players with actionable lessons, potentially leading to meaningful changes in their input behavior.

著者
Hanbyeol Lee
Yonsei University, Seoul, Korea, Republic of
Seyeon Lee
Samsung Electronics Co., Ltd., Seoul, Korea, Republic of
Rohan Nallapati
Yonsei University, Seoul, Korea, Republic of
Youngjung Uh
Yonsei university, Seoul, Seoul, Korea, Republic of
Byungjoo Lee
Yonsei University, Seoul, Korea, Republic of
論文URL

https://doi.org/10.1145/3613904.3642588

動画
Toxicity in Online Games: The Prevalence and Efficacy of Coping Strategies
要旨

Toxicity is pervasive in online multiplayer games, exposing players to disruptive and harmful behaviours. Players employ various approaches to cope with exposure to toxicity; however, game designers and researchers lack guidance on how to implement coping support within games. In this paper, we first conduct a formative study to collect a comprehensive list of coping approaches from toxicity literature and use affinity mapping to identify overarching game-based coping strategies. Then, we report findings from a survey (n = 85) on players’ experiences with toxicity, how they employ the identified coping strategies, how games support coping, and their general coping styles. Our paper contributes a framework for coping strategies to deal with game-based toxicity and provides insights into the prevalence of these strategies among players and factors that affect their usage and effectiveness. These findings can be used to guide better in-game tools that help players mitigate the harm caused by toxicity.

受賞
Honorable Mention
著者
Julian Frommel
Utrecht University, Utrecht, Netherlands
Regan L. Mandryk
University of Victoria, Victoria, British Columbia, Canada
論文URL

https://doi.org/10.1145/3613904.3642523

動画