Session:「Play and Game Design」

Experiencing the Body as Play

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173784

論文アブストラクト: Games research in HCI is continually interested in the human body. However, recent work suggests that the field has only begun to understand how to design bodily games. We propose that the games research field is advancing from playing with digital content using a keyboard, to using bodies to play with digital content, towards a future where we experience our bodies as digital play. To guide designers interested in supporting players to experience their bodies as play, we present two phenomenological perspectives on the human body (Körper and Leib) and articulate a suite of design tactics using our own and other people's work. We hope with this paper, we are able to help designers embrace the point that we both "have" a body and "are" a body, thereby aiding the facilitation of the many benefits of engaging the human body through games and play, and ultimately contributing to a more humanized technological future.

日本語のまとめ:

ゲーム設計時にKörperとLeibという視点をゲームデザインに追加する。これによりゲーム設計時に体を使うのみでなく体で遊ぶゲームを作ることができる。KörperとLeibについては既存のゲームを用いて説明をした。

Combating Attrition in Digital Self-Improvement Programs using Avatar Customization

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174234

論文アブストラクト: Digital self-improvement programs (e.g., interventions, training programs, self-help apps) are widely accessible, but can not employ the same degree of external regulation as programs delivered in controlled environments. As a result, they suffer from high attrition -- even the best programs won't work if people don't use them. We propose that volitional engagement -- facilitated through avatar customization -- can help combat attrition. We asked 250 participants to engage daily for 3 weeks in a one-minute breathing exercise for anxiety reduction, using either a generic avatar or one that they customized. Customizing an avatar resulted in significantly less attrition and more sustained engagement as measured through login counts. The problem of attrition affects self-improvement programs across a range of do-mains; we provide a subtle, versatile, and broadly-applicable solution.

日本語のまとめ:

デジタル自己改善プログラムを継続利用させるためにアバターをカスタマイズすることを提案する。 カスタマイズできるアバターとカスタマイズのできないアバターを利用して実験を行なった。 結果として、10%の継続利用を促すことが可能になった。