Session:「Design for Emotion and Anticipation」

All Work and No Play?

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173577

論文アブストラクト: Many conversational agents (CAs) are developed to answer users' questions in a specialized domain. In everyday use of CAs, user experience may extend beyond satisfying information needs to the enjoyment of conversations with CAs, some of which represent playful interactions. By studying a field deployment of a Human Resource chatbot, we report on users' interest areas in conversational interactions to inform the development of CAs. Through the lens of statistical modeling, we also highlight rich signals in conversational interactions for inferring user satisfaction with the instrumental usage and playful interactions with the agent. These signals can be utilized to develop agents that adapt functionality and interaction styles. By contrasting these signals, we shed light on the varying functions of conversational interactions. We discuss design implications for CAs, and directions for developing adaptive agents based on users' conversational behaviors.

日本語のまとめ:

多くの会話エージェント(CA)は、専門領域でユーザーの質問に答えるために開発されている。会話インタラクションの様々な機能を明らかにした。CAの設計意義とユーザーの会話行動に基づいて適応できるエージェントの開発での方向性について議論する。

“An Odd Kind of Pleasure”: Differentiating Emotional Challenge in Digital Games

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173615

論文アブストラクト: Recent work introduced the notion of emotional challenge as a means to afford more unique and diverse gaming experiences. However, players' experience of emotional challenge has received little empirical attention. It remains unclear whether players enjoy it and what exactly constitutes the challenge thereof. We surveyed 171 players about a challenging or an emotionally challenging experience, and analyzed their responses with regards to what made the experience challenging, their emotional response, and the relation to core player experience constructs. We found that emotional challenge manifested itself in different ways, by confronting players with difficult themes or decisions, as well as having them deal with intense emotions. In contrast to more'conventional' challenge, emotional challenge evoked a wider range of negative emotions and was appreciated significantly more by players. Our findings showcase the appeal of uncomfortable gaming experiences, and extend current conceptualizations of challenge in games.

日本語のまとめ:

より独特で多様なゲーム体験を提供する。より多くの「従来の」挑戦と対照的に、感情的挑戦はより広い範囲の否定的な感情を誘発し、多くのプレイヤーによって大幅に評価された。不快なゲーム体験の魅力を見せ、ゲームで挑戦の概念化を広げる。

Choosing to Help Monsters: A Mixed-Method Examination of Meaningful Choices in Narrative-Rich Games and Interactive Narratives

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173915

論文アブストラクト: The potential of narrative-rich games to impact emotions, attitudes, and behavior brings with it exciting opportunities and implications within both entertainment and serious game contexts. However, effects are not always consistent, potentially due to game choices not always being perceived as meaningful by the players. To examine these perceptual variations, we used a mixed-method approach. A qualitative study first investigated meaningful game choices from the players' perspectives. Building on the themes developed in this first study, a quantitative study experimentally examined the effect of meaningful game choices on player experiences of appreciation, enjoyment, and narrative engagement. Results highlight the importance of moral, social, and consequential characteristics in creating meaningful game choices, which positively affected appreciation. Meaningfulness of game choices may therefore be crucial for narrative-rich games and interactive narratives to impact players.

日本語のまとめ:

感情や姿勢、動作に影響を与えるために影響を及ぼす物語を多く含んだゲームの可能性。 評価や楽しさや物語の約束でプレイヤーの経験に効果を与えることを検討。有意義なゲームの選択肢を生み出す上で道徳的、社会的、重大な特徴を強調し、評価に明確な影響を与えた。

Playing to Wait: A Taxonomy of Idle Games

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174195

論文アブストラクト: Idle games are a recent minimalist gaming phenomenon in which the game is left running with little player interaction. We deepen understanding of idle games and their characteristics by developing a taxonomy and identifying game features. This paper examines 66 idle games using a grounded theory approach to analyze play, game mechanics, rewards, interactivity, progress rate, and user interface. To establish a clearly bounded definition of idle games, we analyzed 10 non-idle games with the same approach. We discuss how idle games move players from playing to planning, how they question dominant assumptions about gameplay, and their unusual use of resources such as player attention and computer cycles. Our work illuminates opportunities for the design of idle games, suggests design implications, and provides a framework for researchers to clearly articulate questions about this genre.

日本語のまとめ:

放置ゲームはプレイヤーとのやりとりがほとんど行われないゲーム。放置ゲームの設計の機会を明らかにし、デザインの意味合いを提案することと、このジャンルについて質問を明確化することで研究のための骨組みを提供。