Session:「Interpersonal Awareness in gameplay」

Watch Me Play: Does Social Facilitation Apply to Digital Games?

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173674

論文アブストラクト: The presence of observers and virtual characters can significantly shape our gaming experience. Researchers suppose that most of the basic socio-psychological phenomena are also applicable for digital games. However, the social processes in gaming setups can differ from our experience in other social situations. Our work emphasizes that awareness. Insights are needed for the purposeful design of a game's social setting, specifically in applied contexts of learning and training. Here, we focus on the social facilitation effect, which describes an unconscious change in performance due to the presence of others, by investigating the impact of real observers and virtual agents on player experience and performance in four different games. The results of our four studies show that, in contrast to previous assumptions, in-game success was not significantly influenced by the presence of any social entity, indicating that social facilitation does not generally apply to the context of playing digital games.

日本語のまとめ:

社会的促進がデジタルゲームにも適用できると考え,あるゲームおいて,オブザーバや仮想エージェントの存在がプレイヤーのパフォーマンスに影響を与えるかどうかの調査を行っている.結果として大きく影響することはなく,そのことについての議論などを行っている.

A Design Framework for Awareness Cues in Distributed Multiplayer Games

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173817

論文アブストラクト: In the physical world, teammates develop situation awareness about each other's location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely complex, impacting how players experience games and work with teammates. Despite the importance of awareness cues, designers have little beyond experiential knowledge to guide their design. In this work, we describe a design framework for awareness cues, providing insight into what information they provide, how they communicate this information, and how design choices can impact play experience. Our research, based on a grounded theory analysis of current games, is the first to provide a characterization of awareness cues, providing a palette for game designers to improve design practice and a starting point for deeper research into collaborative play.

日本語のまとめ:

分散型ゲームにおける認識の手がかりの為のフレームワークを作製し,その議論と考察を行っている.また,このフレームワークがゲームデザイナーや特定の研究者にも意味のあるものであり,その両方の関係性を深めている.と主張.

Looks Can Be Deceiving: Using Gaze Visualisation to Predict and Mislead Opponents in Strategic Gameplay

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173835

論文アブストラクト: In competitive co-located gameplay, players use their opponents' gaze to make predictions about their plans while simultaneously managing their own gaze to avoid giving away their plans. This socially competitive dimension is lacking in most online games, where players are out of sight of each other. We conducted a lab study using a strategic online game; finding that (1) players are better at discerning their opponent's plans when shown a live visualisation of the opponent's gaze, and (2) players who are aware that their gaze is tracked will manipulate their gaze to keep their intentions hidden. We describe the strategies that players employed, to various degrees of success, to deceive their opponent through their gaze behaviour. This gaze-based deception adds an effortful and challenging aspect to the competition. Lastly, we discuss the various implications of our findings and its applicability for future game design.

日本語のまとめ:

戦略ゲームにおいて,視線が可視化できることによるプレイヤーの行動の変化の調査を行った.プレイヤーは視線を読み取って相手の意図を予測したり,あえて嘘の視線情報を見せたりなどの行動が見られ,著者は視線に基づいた欺瞞行為はゲームデザインに適応できる.と主張

Social Affordances at Play: Game Design Toward Socio-Technical Innovation

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173946

論文アブストラクト: In this paper we propose that game design strategies and theories can be useful tools for supporting the design of innovative socio-technical systems aimed at supporting social co-presence. We support this proposal with an annotated portfolio of a series of research prototype games that investigate sensor affordances and configurations to sustain and enhance social co-presence. We introduce relevant theory from game studies (the magic circle; the MDA (mechanics/dynamics/aesthetics framework)) to help ground and guide the use of game design in HCI practice. We conclude with recommendations for adopting game design as a supplementary research technique, with caveats about the limits of the approach.

日本語のまとめ:

ゲームの設計戦略と理論が、社会的共存を支える革新的な社会技術システムの設計を支援するための有用なツールとなることを提案している。社会的共存を維持/強化するためのアフォーダンスおよび構成を調査するいくつかのプロトタイプゲームを用いて,この提案を支持.