Immersive Play and Spatial Computing

会議の名前
CHI 2026
Investigating the Interaction of Game Features and Spatial Skills with Performance and Perceived Difficulty in a Block-Based 3D Programming Puzzle Game
要旨

Block-based programming puzzle games are popular as engaging, visual tools for introducing novice learners to programming. Many incorporate 3D environments, where players navigate and solve spatial challenges. However, little research has examined how spatial reasoning skills interact with game features to shape player experience. This study investigates the interplay between game features, spatial ability, in-game performance, and perceived difficulty within BOTs: 3D programming game where players plan spatial movements to solve puzzles. In an online study with 60 players, we examined how feature changes affected performance and perceived difficulty. Spatial skills strongly predicted performance but did not predict perceived difficulty. Larger or more complex layouts increased performance costs, with backward-facing player characters producing the largest spike in performance demands. Loops reliably increased perceived difficulty. Our findings highlight concrete needs for early spatial scaffolds, clearer support for mental-model shifts, and better cues for recognizing repetition and abstraction.

受賞
Honorable Mention
著者
Yasitha Rajapaksha
North Carolina State University, Raleigh, North Carolina, United States
John Thomas. Bacher
North Carolina State University, Raleigh, North Carolina, United States
Tiffany Barnes
North Carolina State University, Raleigh, North Carolina, United States
Exploring Communication and Collaboration in Distributed AR Escape Rooms: Design Opportunities to Support Social Play
要旨

Escape rooms are traditionally in-person activities that foster collaboration. Augmented reality (AR) enables these experiences to extend into distributed (all participants separated) and hybrid settings (both co-located and remote) while retaining embodied, physically grounded play. This study examines how players communicate and collaborate in an AR escape room across different spatial configurations, and how design choices affect situation awareness, engagement, and social connection. We developed an AR application for distributed escape room play and evaluated it with 19 participants in eight groups. Findings show how participants dynamically appropriated multimodal communication channels and leveraged embodied interactions for coordination. However, they also faced challenges with maintaining situation awareness across spaces, balancing enforced collaboration with individual engagement, and ensuring equitable participation, particularly for remote or information-giving players. With these insights, we discuss design implications for creating more engaging and socially connected distributed and hybrid AR experiences through multimodal communication support, flexible embodied interaction, and equitable collaborative mechanisms.

著者
Matthew Bradbury
McMaster University, Hamilton, Ontario, Canada
Matthew Collard
McMaster University, Hamilton, Ontario, Canada
Kieran Gara
McMaster University, Hamilton, Ontario, Canada
Sam Gorman
McMaster University, Hamilton, Ontario, Canada
Ethan Kannampuzha
McMaster University, Hamilton, Ontario, Canada
Ye Yuan
McMaster University, Hamilton, Ontario, Canada
Breaking Rotational Symmetry: Minimal Landmarks Stabilize Orientation in Screen-Based 3D Games
要旨

Disorientation in first-person, screen-based 3D games breaks flow, yet most evidence comes from head-mounted display Virtual Reality or abstract tasks. We ask what minimal in-world information stabilizes orientation in visually repetitive worlds. In a within-participant mixed-methods study (N=20), a symmetrical game environment orthogonally varied landmark geometry and featural polarity, plus a no-landmark baseline. In-situ pointing and orientation ratings during learning and subsequent relocation, together with trajectory analytics and interviews, show that coupling geometric structure with strong featural polarity is decisive: relative to baseline, localization error drops (approx. 79%) and pointing accuracy rises (approx. 64%), whereas geometry alone helps less and smooth, featureless forms least. Players anchor on discontinuities (edges/corners; black--white boundary) and triangulate with distances and angles; without an anchor they revert to ground/light patterns and report symmetry-induced confusion. We establish a minimal-cue testbed for desktop play and derive actionable guidance: break rotational symmetry in a persistent landmark to enable legible, low head-up display environments.

著者
Christian Feichtinger
Fachhochschule Hagenberg, Hagenberg, Oberösterreich, Austria
Michael Lankes
University of Applied Sciences Upper Austria, Hagenberg, Austria
The Last Door You Open: A Mixed-Methods Study on Design Strategies for Positive Disengagement in Virtual Reality Games
要旨

Disengagement plays an important role in the overall game experience. However, extensive game research has focused on creating engaging experiences, whereas how players disengage remains insufficiently understood. Emerging studies have outlined characteristics of disengagement in screen-based video games. Little is known about how virtual reality (VR) shapes players’ disengagement process and what strategies might support positive disengagement experiences in VR games. Therefore, we conducted a co-design workshop (n = 18) and an online survey (n = 115) with VR game players. Our findings show that disengagement in VR games is often driven by factors such as physical discomfort and emotional overload. Participants adopt different disengagement strategies depending on the situation, such as restoring physical-world awareness to assist disengagement decisions. Then, we summarize three strategies for fostering positive disengagement experiences. Finally, we discuss these strategies, such as MR-based narrative space, extending the understanding of virtual-to-real transitions from a game experience perspective.

著者
Ziyan Wang
The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China
Zhiqing Wu
The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, Guangdong, China
Siqi Yu
The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, Guangdong, China
Mingming Fan
The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China
Tengjia Zuo
The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China
Understanding the Dynamics of Trust in Location-Based Games as Hybrid Spaces: The Players' Perspective
要旨

Location-based games (LBGs) merge digital play with physical environments, creating hybrid spaces that require players to navigate complex trust dynamics. Despite their global popularity, LBGs introduce unique challenges around fairness, safety, and privacy, spanning interactions among players, game systems, local communities, and non-players in shared public spaces. To examine how trust is perceived, built, and sustained in these environments, we conducted in-depth interviews with 26 players of four major LBGs: Pokémon GO, Monster Hunter Now, Ingress, and Pikmin Bloom. Using reflexive thematic analysis, we identified dynamics of trust across four trustor–trustee relationships: player–system, player–player, player–community, and player–non-player in five key aspects: fair play, location privacy, online vetting, hybrid interaction, and public play. Drawing on our findings, we propose a trust model for analyzing and designing trust in LBGs as hybrid spaces, and we outline design implications aimed at strengthening trust building and sustaining trustworthy interactions across the LBG ecology.

著者
Jiangnan Xu
Rochester Institute of Technology, West Henrietta, New York, United States
Sanzida Mojib Luna
Rochester Institute of Technology, Rochester, New York, United States
Michael Saker
City University London, London, United Kingdom
Alan Chamberlain
University of Nottingham, Nottingham, United Kingdom
Nicolas LaLone
Rochester Institute of Technology, Rochester, New York, United States
Samuli Laato
University of Turku, Turku, Finland
Garreth W.. Tigwell
Rochester Institute of Technology, Rochester, New York, United States
Konstantinos Papangelis
Rochester Institute of Technology, Rochester, New York, United States
Towards Understanding the Design of Mixed Reality Systems to Enrich the Beverage Experience
要旨

Drinking is an inherently multisensory activity, yet the potential of immersive technology to dynamically shape flavor experiences remains underexplored in Human-Food Interaction (HFI) research. We introduce “XTea”, an adaptive beverage cup-based system that integrates large language models to translate natural language input into modifications of a parameterized immersive environment experienced through a headset when drinking bubble tea. Through a study with 12 bubble tea enthusiasts, we derived themes that demonstrate how “XTea” can enrich sensory engagement, support personalized and agentic experiences, and foster social qualities of drinking, pointing toward new explorations for multisensory HFI design. We also present four design strategies for multisensory beverage experiences. Ultimately, we aim to contribute to the advancement of HFI research on how multisensory interaction design can enrich flavor perception and engagement.

著者
Yuchen Zheng
Monash University, Melbourne, Australia
Zhuo Wang
Xi’an Jiaotong-liverpool University, Su Zhuo, Jiang Su, China
Hongyue Wang
Monash University, Melbourne, Victoria, Australia
Don Samitha Elvitigala
Monash University, Melbourne, Australia
Florian ‘Floyd’. Mueller
Monash University, Melbourne, VIC, Australia
Effects of Haptic Feedback on Gaming Experiences: A Case Study Comparing Players and Spectators in FPS Games
要旨

Haptic feedback has become a common feature in game experiences, yet little is known about how its effects differ between active players and passive spectators. This study investigated how haptic feedback influences user experience and technology acceptance in the context of first-person shooter (FPS) games, particularly by comparing its effects on active players and passive spectators. An experiment with 60 participants tested four conditions defined by two factors: haptic feedback (present vs. absent) and user role (player vs. spectator). The results showed that haptic feedback enhanced the intention to use games in both roles, with a stronger effect among spectators. Players’ intention was primarily driven by perceived enjoyment through a hedonic pathway, whereas spectators responded to both perceived enjoyment and perceived usefulness through both hedonic and eudaimonic pathways. These findings highlight the need for role-sensitive haptic design and validate two pathways of the Haptic-Augmented Game Technology Acceptance Model (HAG-TAM) for gaming experiences.

著者
Heeji Sohn
Pohang University of Science and Technology (POSTECH), Pohang, Korea, Republic of
Chaeyong Park
Korea University, Seoul, Korea, Republic of
Seungmoon Choi
Pohang University of Science and Technology (POSTECH), Pohang, Gyeongbuk, Korea, Republic of