December 2016
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28 Reads
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4 Citations
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December 2016
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28 Reads
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4 Citations
November 2016
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98 Reads
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9 Citations
Understanding the navigation flows of health website visitors can lead to strategies for improved support for health information-seeking. In this study, we have obtained the navigation data of visitors to Better Health Channel - one of the largest consumer health information websites in Australia, and visualised the data to compare the different patterns of visitors' activities, as accessed on desktop and mobile devices. These visualisations provide insights about the preferences for search strategies, and the traffic flows patterns of visitors. We then discuss these insights with the existing work of health information-seeking behaviour. This paper extends our observations to design recommendations, specifically to facilitate exploratory search in health information-seeking, and establishes directions for future research.
June 2016
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2,081 Reads
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129 Citations
In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed the successive engagement phases and zones of the honeypot effect. However, there is little insight into: 1) how people are stimulated to transition between phases; 2) what aspects drive the honeypot effect apart from watching others; and 3) what constraints affect its self- reinforcing performance. In this paper, we discuss the honeypot effect as a spatiotemporal model of trajectories and influences. We introduce the Honeypot Model based on the analysis of observations and interaction logs from Encounters, a public installation that interactively translated bodily movements into a dynamic visual and sonic output. In providing a model that describes trajectories and influences of audience engagement in public interactive systems, our paper seeks to inform researchers and designers to consider contextual, spatial and social factors that influence audience engagement.
December 2015
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517 Reads
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6 Citations
In this paper, we report on Encounters, an interactive public installation that provides a basis for studying the effect of dance performances on the emergence of creative, social experiences. Based on observations and interviews with dancers and participants, we identified a range of tensions that arise from integrating a staged performance with participatory interaction. These tensions occurred among both participants and performers, and influenced the social and performative experience. Based on our analysis, we propose several strategies to smoothen the integration of performative and participatory interaction. These strategies reconsider the role of the interactive installation, the effect of digital cues that draw on existing conventions, and mechanisms to direct gaze. We believe our findings and strategies are valuable to HCI researchers and performative artists seeking to design for public participation in interactive experiences.
October 2014
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1,377 Reads
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71 Citations
In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.
September 2014
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1,215 Reads
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35 Citations
Transactions of the Digital Games Research Association
In this article we discuss the role that the physicality of dice has in the experience of the non-digital tabletop strategy game Warhammer 40,000. Numerous previous approaches towards the digital augmentation of non-digital games have considered dice rolling a menial or tedious computational task to be designed away. We disagree. In this article we argue that the physicality of dice has a positive effect on players’ experience and enjoyment of the game. This occurs through their tangibility, their role as a representational object (situationally, imaginatively and audibly), and through enabling shared experiences. Thus, while digital augmentation of physical games has the potential to make strong contributions to game play experiences, more careful consideration should be given to what might be lost through such efforts.
January 2014
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369 Reads
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39 Citations
Games and Culture
Multiple recent works have emphasized the contribution that nondigital game scholarship can make to the study of games and gameplay. Warhammer 40,000 is the market dominator of the nondigital tabletop wargame genre. In this article, we perform a ludological analysis of the process of preparing, or drafting, an army for a competitive Warhammer 40,000 tournament. We find that there are four interrelated categories of resources that influence this fundamentally playful process. Our results indicate that this process of preparation constitutes a core component of the appeal of Warhammer 40,000. This emphasizes the importance of understanding the diverse activities that go into gameplay that often exceed the computer game "client" or board of play. We suggest the category of engagement pastime to encapsulate these extended, ongoing elements of Warhammer 40,000's appeal, which we define as a collection of interlinked and associated activities that serve to occupy one's time and thoughts pleasantly.
May 2012
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2,165 Reads
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66 Citations
The term 'metagaming' is widely used to describe a variety of conceptually difficult activities associated with game play. This wide use has lead to a conceptual overload of the term, mitigating its potential use for game studies. This paper will suggest two new terms to use, 'orthogame and 'paragame', in conjunction with a more clearly defined notion of 'metagame'. We argue that these new terms have the potential to be highly useful for defining and understanding peripheral play activities common in modern digital games. We apply this new vocabulary to a variety of play practices in EVE Online to illustrate its strength for analysing and defining play practices.
November 2009
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35 Reads
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3 Citations
This paper reports on the preliminary findings of a study examining the nature of rules in the online multiplayer game modification Defense of the Ancients (DotA). It was found that players use numerous truce calls (categorised broadly as fainties, parlay, pax and cheap) to negotiate rules or the maintenance of 'fair play' in a game. The possibility of providing feedback on the use of truce calls to developers as part of the design process is also considered.
... In a sense, classical board game mechanisms can be seen as a starting point from which to develop and form novel experiences in multimedia. In fact, although research have emphasized the intrinsic material qualities inherent the board games and their importance in shaping the design of digital experiences [13,14], many studies on physical-digital hybrid entertainment forms [15] share what the authors in [16] call the "augmentation fallacy", the tendency to neglect the unaugmented value of these games. The digitalization process often overlooks fundamental characteristics inherent to boardgame play [17], such as their high level of interactivity [12], their flexibility and sense of agency they convey to the players [18,19], their inherent transparency in expressing their mechanics and inner workings [20], or the interpersonal interactions (both verbal and not-verbal) they encompass [13]. ...
Reference:
Hobby wargames: a preliminary survey
September 2014
Transactions of the Digital Games Research Association
... We compared the GA data collected for the original and the new versions of the SCA website and examined their differences. GA is an effective tool for researchers in various disciplines [10,11], and it is available freely and widely used by many websites. We focused on descriptive statistics (e.g., the number of users, sessions, etc.) and used these metrics for profiling users. ...
November 2016
... While deep models were initially used to generate realistic images or modify them, GANs are also capable of performing image to image translation tasks, as demonstrated in [26,27]. In these examples, the output images of GANs are conditioned on source images, which usually represent the 'content' and the task of the GAN is generating new images that show the same content (e.g. ...
December 2015
... In Wouter et al. [12], based on the public installation "Encounter", which translates body movements into video and audio, the description of the honeypot effect is presented as a spatiotemporal model. The triggers for the experience, in addition to its powerful audiovisual feedback, included online advertisements, spokespersons circulating near the installation, and contracted dancers performing group choreographies to demonstrate its functionality. ...
June 2016
... For example, although need frustration is unequivocally considered a negative experience in SDT [470], it may have other applications in PX design [e.g., enhancing players' emotional responses; 78,257]. Further, translating HCI games research into alternative formats [e.g., online articles, podcasts, GDC presentations; 114,325,431] that are more amenable to design practitioners may require shedding some of the formal rigidity that has given rise to structural norms and standards in HCI (games) literature [e.g., see 91,164]. ...
October 2014
... A board game refers to a game that is non-digital, played on a tabletop and has physical game accessories (Carter et al., 2014). It is usually played with accessories such as cards, game boards, and dice . ...
January 2014
Games and Culture
... Focusing on practices of play as well as other forms of what we call metagaming below is of vital importance to interpret ecogames in a broader cultural context and to acknowledge the agency of active audiences. Such practices of play may include refusing to play certain games altogether (as in Rainforest Scully-Blaker's study on the /r/patientgamers community in this book) but also various ways of resisting the so-called "orthogame" (Carter et al. 2012), which refers to how a game's design implies "correct" ways of playing by making certain tactics easier or harder to implement. Hans-Joachim Backe discusses this concept in his chapter for this book, arguing that Minecraft (Mojang Studios 2011) can afford ecocritical discourse if played cooperatively and by pursuing self-imposed goals. ...
Reference:
Ecogames: An Introduction
May 2012
... Pobiedina et al. [23] used data from the DotA 2 web community to investigate teamwork, concluding for example that more experienced teams win more often, and that playing with in-game friends as opposed to pick-up teams increases the chance of winning. Harrop [24] investigated the nature of rules in DotA, and noted that players use difference "truce calls" to negotiate rules and the maintenance of fair play in the game. These works operate outside the perspective of in-game spatio-temporal analysis presented here and by related work such as Yang et al. [6] and Rioult et al. [5], that mine replay files to analyze behavior during matches, whether spatio-temporal or not. ...
November 2009