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- keynoteOctober 2014
Engines of play: how player motivation changes over time
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPage 476https://doi.org/10.1145/2658537.2677953The talk is a first (probably doomed and certainly biased) attempt by the speaker to fuse his work-to-date on the 5 Domains of Play (a gamer-translation of the Big 5 psychological model) with Scott Rigby & co.'s PENS model (a gamer-translation of Self- ...
- keynoteOctober 2014
Making the best of imperfect data: reflections on an ideal world
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPage 469https://doi.org/10.1145/2658537.2674094As we gather data to inform game design choices, we often run into situations where the information we gather is acquired through biased methodologies or incomplete in some fashion or not necessarily suited to answer the specific question at hand. This ...
- abstractOctober 2014
"Generic Shooter 3000": a realistic first person shooter powered by biofeedback
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 371–374https://doi.org/10.1145/2658537.2662995"Generic Shooter 3000"" is a First-Person shooter with semi-realistic interaction, where actions such as firing a gun or diving through underwater sections are performed with your own body- through the use of biofeedback technology. This prototype is ...
- abstractOctober 2014
PowerFall: a voice-controlled collaborative game
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 395–398https://doi.org/10.1145/2658537.2662993In this extended abstract, we present PowerFall, a 2D arcade-style voice-controlled two-player collaborative game. In the game, two players control two cartoon characters tied back-to-back under a falling parachute. The players shout into smartphone ...
- abstractOctober 2014
IRC quest: using the commons dilemma to support a single-screen game for hundreds of players
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 359–362https://doi.org/10.1145/2658537.2662991In this paper we describe the challenges of creating a game that can be played by large groups on a single display. Our solutions include the use of smart phones as game controllers using the standard IRC protocol, voting-based turn interaction, and ...
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- abstractOctober 2014
BloxAR: augment your social life!
- Niels C. Bakker,
- Jehan R.S. da Camara,
- Maarten van Elsas,
- Leon J. Helsloot,
- Gert Spek,
- Isha J. van Baar,
- Rafael Bidarra,
- Ben A. Kybartas
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 319–322https://doi.org/10.1145/2658537.2662989Many people who own a smartphone spend a large amount of time playing mobile games. Despite the technological capabilities and social potential of these devices, the majority of mobile games make limited use of available technologies and contain little ...
- abstractOctober 2014
CHI PLAY 2014: the bellman: subtle interactions in a linear narrative
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 343–346https://doi.org/10.1145/2658537.2662988This paper presents an Internet adaptation of a novella called The Bellman. The design is inspired by unconventional games, particularly with regard to how interaction affects a narrative. The Bellman explores how simple mechanics can be part of the ...
- abstractOctober 2014
OHR
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 355–358https://doi.org/10.1145/2658537.2662987OHR is a puzzle and platform game, based on both classical mechanics and tangible interaction, powered by Unity3D and a custom-built hardware interface called Radiant Square (Radiant2). OHR tells the tale of Spark, an electronic life form, which wakes ...
- abstractOctober 2014
Extended abstract for Canvas Obscura
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 379–382https://doi.org/10.1145/2658537.2662984Canvas Obscura is a survival-horror game where the player must locate objects within an ever-changing environment. Canvas Obscura pushes the boundaries of the survival-horror genre by including procedurally generated levels.
- abstractOctober 2014
Herbert: a motion-controlled mobile game
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 331–334https://doi.org/10.1145/2658537.2662982Smartphone games lack the hardware interface afforded by other gaming media like controllers for consoles, keyboard and mouse for PCs, joysticks and buttons on arcade cabinets, etc. As such, many popular games focus on puzzle mechanics using the touch ...
- abstractOctober 2014
ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 327–330https://doi.org/10.1145/2658537.2662978Traditional methods of teaching concepts relating to buoyancy (sinking and floating) to elementary students are often ineffective. With the development of new const-effective haptic controllers, we may be able to improve upon traditional teaching ...
- abstractOctober 2014
The trial of galileo: a game of motion graphs
- Ian Pommer,
- Michael N. Flaherty,
- Alicia Griesbach,
- Bryant Seiler,
- John Leitner,
- Kenneth Patterson,
- Dylan Tepp,
- Brent Dingle
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 363–366https://doi.org/10.1145/2658537.2662977This paper presents a 2D game designed to assist students in better understanding motion graphs. In this game the player's character is not controlled by a joystick or control pad. Instead the game employs a unique interface enabling the player to ...
- abstractOctober 2014
"Toru": a game that reverses the wisdom of age using mosquito sound
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 375–378https://doi.org/10.1145/2658537.2662973We propose "Toru," a game that reverses the game skills developed as a person ages using ultra-high-frequency (mosquito) sound. The game has its origin in the computer game Simon (1978), which we interpret from visual to auditory form using the mosquito ...
- abstractOctober 2014
PoetryLab: a close listening game for iOS
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 311–314https://doi.org/10.1145/2658537.2662972PoetryLab is a close listening game for iOS in which players manipulate a virtual reel-to-reel tape machine and learn editing techniques to solve sound puzzles featuring recorded poetry. Gameplay teaches players about poetry and recording media from ...
- abstractOctober 2014
DIY game console development
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 471–473https://doi.org/10.1145/2658537.2662411Video games have become a driving force for innovation in many aspects of the entertainment industry and beyond. Since gaming may also be in a position to drive the emerging "maker movement", we consider the "DIY game industry". In this half-day course, ...
- abstractOctober 2014
Beyond gamification: designing behavior change games
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPage 475https://doi.org/10.1145/2658537.2662410Participants in this hands-on workshop will learn the mechanics of clinically tested behavior change interventions, as well as techniques game designers use to motivate, engage and reward players through a game's lifecycle. A practical, step-by-step ...
- abstractOctober 2014
Developing iconic and semi-iconic game controllers
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 435–436https://doi.org/10.1145/2658537.2661327We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we ...
- abstractOctober 2014
Adage: an open API for data collection in educational games
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 437–438https://doi.org/10.1145/2658537.2661325In an attempt to provide academic game development studios with an efficient and low-cost data collection system that can be used across multiple games, the Assessment Data Aggregator for Gaming Environments (ADAGE) framework is currently being designed ...
- abstractOctober 2014
Ad hoc genre switching: a concept for generalized parametrizable game mechanics
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 401–402https://doi.org/10.1145/2658537.2661324Game designers have to satisfy the needs of different player types. This paper presents a generalizable concept for switching between different play styles or genres without changing the basic game elements. As an example we employ specific combinations ...
- abstractOctober 2014
A bottom-up method for developing a trait-based model of player behavior
- Mikhail A. Kabakov,
- Alessandro Canossa,
- Magy Seif El-nasr,
- Jeremy B. Badler,
- Randy C. Colvin,
- Stefanie Tignor,
- Zhengxing Chen,
- Kunal Asarsa
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 427–428https://doi.org/10.1145/2658537.2661320Understanding player behavior through telemetry logs is an important yet unresolved problem. Interpreting the meaning of players' low-level behaviors over time is important due to its utility in (a) developing a more adaptive and personalized game ...