論文アブストラクト： Research on sexism in digital games has suggested that women self-select out of playing sexist games; however, assuming a homogenous gender-based response does not account for the diversity of identities within a gender group. Gender-incongruent responses to recent events like #gamergate implies that the gender of the participant is not paramount to experience, but that their beliefs about gender roles are. To explore the role of sexist beliefs on experience in sexist games, we created three versions of a game that were identical except for the presence of sexist imagery and/or dialogue. We show that enjoyment of sexist games is not predicted by player gender, but by the player's pre-existing beliefs about gender. Furthermore, avatar identification is the pathway through which enjoyment is facilitated. Finally, sexist dialogue does not improve the play experience for anyone rather it harms experience for players of all genders who do not hold sexist beliefs.
論文アブストラクト： Recent trends in gaming diversification have shown that women are both an increasingly significant pool of consumers and game producers, and regular victims of misogynistic harassment. Such observations stress the importance of investigating the complex relationships of women and gaming. In this paper, we draw upon perspectives from Feminist HCI to extend the current knowledge of issues in gaming that are specific to women. We present results from a mixed-methods study with 327 participants who are students and alumnae of a women's college. Our findings shed light on the complex relationships of women with games, with other gamers, and with gaming culture and industry. The results also indicate that in some cases gender-related negative experiences of gaming have lasting impact on the participation and self-confidence of young women. We conclude by discussing the implications of our findings for the design of games, game development education, and for the study of gaming.
論文アブストラクト： We explore spectating on video game play as an interactional and participatory activity. Drawing on a corpus of video recordings capturing 'naturally occurring' Kinect gaming within home settings, we detail how the analytic 'work' of spectating is interactionally accomplished as a matter of collaborative action with players and engagement in the game. We examine: spectators supporting players with continuous 'scaffolding'; spectators critiquing player technique during and between moments of play; spectators recognising and complimenting competent player conduct; and spectators reflecting on prior play to build instructions for the player. From this we draw out a number of points that shift the conversation in HCI about 'the spectator' towards understanding and designing for spectating as an interactional activity; that is, sequentially ordered and temporally coordinated. We also discuss bodily conduct and the particular ways of 'seeing' involved in spectating, and conclude with remarks on conceptual and design implications for HCI.
論文アブストラクト： Live-streaming of video games is a recent phenomenon. One driving factor is the direct communication between the streamer and the audience. Currently, besides the platform-integrated options such as text chats, streamers often use external sources to let their community better articulate their opinions. In this paper we present a case study with our tool Helpstone, a live-streaming tool for the card game Hearthstone. Helpstone provides several new communication channels that allow for a better viewer-streamer interaction. We evaluated the tool within a live-streaming session with 23 viewers using Helpstone, and interviewed the streamer. The results indicate that not every implemented interactivity option is relevant. However, in general, new communication channels appear to be valuable and novel influence options are appreciated.
論文アブストラクト： Rendering the user's body in virtual reality increases immersion and presence the illusion of "being there". Recent technology enables determining the pose and position of the hands to render them accordingly while interacting within the virtual environment. Virtual reality applications often use realistic male or female hands, mimic robotic hands, or cartoon hands. However, it is unclear how users perceive different hand styles. We conducted a study with 14 male and 14 female participants in virtual reality to investigate the effect of gender on the perception of six different hands. Quantitative and qualitative results show that women perceive lower levels of presence while using male avatar hands and male perceive lower levels of presence using non-human avatar hands. While women dislike male hands, men accept and feel presence with avatar hands of both genders. Our results highlight the importance of considering the users' diversity when designing virtual reality experiences.