[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3377325.3377521acmconferencesArticle/Chapter ViewAbstractPublication PagesiuiConference Proceedingsconference-collections
research-article

Calibration of game dynamics for a more even multi-player experience

Published: 17 March 2020 Publication History

Abstract

When designing a serious game it is paramount to take into account that the players' performance may greatly vary. In many types of games the performance will impact the game experience, as it is related to a point acquisition mechanic. In specific contexts, such as multi-player non-competitive or collaborative games, the designer may desire to minimize this variability, reducing the difference in game progression between low-performing and high-performing players. In this paper we detail such a context: an educational serious game for sustainability addressed to classes of a primary school, where the low performance of a class may not be necessarily related to the children's effort. We thus present and evaluate a novel approach for the calibration of the game dynamics for achieving a more even player experience.

References

[1]
Shlomo Berkovsky, Mac Coombe,Jill Freyne, Dipak Bhandari, and Nilufar Baghaei. 2010. Physical Activity Motivating Games: Virtual Rewards for Real Activity. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10). ACM, New York, NY, USA, 243--252. event-place: Atlanta, Georgia, USA.
[2]
Pavol Bielik, Michal Tomlein, Peter Krátky, Štefan Mitrík, Michal Barla, and Mária Bieliková. 2012. Move2Play: an innovative approach to encouraging people to be more physically active. In Proceedings of the 2nd ACM SIGHIT international health informatics symposium. ACM, 61--70.
[3]
Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative research in psychology 3, 2 (2006), 77--101.
[4]
Kevin Browne, Christopher Anand, and Elizabeth Gosse. 2014. Gamification and serious game approaches for adult literacy tablet software. Entertainment Computing 5 (2014).
[5]
Jenova Chen. 2007. Flow in games (and everything else). Commun. ACM 50, 4 (2007), 31--34.
[6]
European Commission. 2018. WEEE Compliance Promotion Exercise. Final Report. https://publications.europa.eu/en/publication-detail/-/publication/09c7215a-49c5-11e8-be1d-01aa75ed71a1/language-en.
[7]
Adam Crosier and Alison Handford. 2012. Customer journey mapping as an advocacy tool for disabled people: a case study. Social Marketing Quarterly 18, 1 (2012), 67--76.
[8]
Mihaly Csikszentmihalyi. 1997. Finding flow: The psychology of engagement with everyday life. Basic Books.
[9]
Mihalyi Csikszentmihalyi. 2014. Flow and the foundations of positive psychology. Springer.
[10]
Simon Demediuk, Marco Tamassia, Xiaodong Li, and William L. Raffe. 2019. Challenging AI: Evaluating the Effect of MCTS-Driven Dynamic Difficulty Adjustment on Player Enjoyment. In ACSW. 43--1.
[11]
Simon Demediuk, Marco Tamassia, William L. Raffe, Fabio Zambetta, Xiaodong Li, and Florian Mueller. 2017. Monte carlo tree search based algorithms for dynamic difficulty adjustment. In 2017 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 53--59.
[12]
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems. ACM, 2425--2428.
[13]
Michela Ferron, Enrica Loria, Annapaola Marconi, and Paolo Massa. 2019. Play&Go, an Urban Game Promoting Behaviour Change for Sustainable Mobility. Interaction Design and Architecture(s) (2019).
[14]
Kathrin Maria Gerling, Matthew Miller, Regan L. Mandryk, Max Valentin Birk, and Jan David Smeddinck. 2014. Effects of Balancing for Physical Abilities on Player Performance, Experience and Self-esteem in Exergames (CHI '14). ACM, New York, NY, USA, 2201--2210.
[15]
Juho Hamari, Jonna Koivisto, and Tuomas Pakkanen. 2014. Do persuasive technologies persuade?-a review of empirical studies. In International Conference on Persuasive Technology. 118--136.
[16]
Danial Hooshyar, Moslem Yousefi, and Heuiseok Lim. 2018. A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading Skills. Journal of Educational Computing Research 56, 2 (April 2018), 293--310.
[17]
S. Howell and T. Veale. 2006. Dynamic difficulty adjustment in game-based intelligent tutoring systems. In 9th International Conference on Computer Games Artificial Intelligence and Mobile Systems.
[18]
Robin Hunicke. 2005. The case for dynamic difficulty adjustment in games. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. 429--433.
[19]
Ruud S. Jacobs. 2016. Play to Win Over: Audiences and Effects of Persuasive Games. https://research.utwente.nl/en/publications/play-to-win-over-audiences-and-effects-of-persuasive-games
[20]
Tomislav Jagušt, Ivica Botički, and Hyo-Jeong So. 2018. Examining competitive, collaborative and adaptive gamification in young learners' math learning. Computers & Education 125 (Oct. 2018), 444--457.
[21]
Maurits Kaptein, Boris De Ruyter, Panos Markopoulos, and Emile Aarts. 2012. Adaptive Persuasive Systems: A Study of Tailored Persuasive Text Messages to Reduce Snacking. ACM Trans. Interact. Intell. Syst. 2, 2 (June 2012), 10:1--10:25.
[22]
Michael D. Kickmeier-Rust, Eva-C. Hillemann, and Dietrich Albert. 2014. Gamification and Smart Feedback: Experiences with a Primary School Level Math App. International Journal of Game-Based Learning (IJGBL) 4, 3 (July 2014), 35--46.
[23]
Jonna Koivisto and Juho Hamari. 2019. The rise of motivational information systems: A review of gamification research. International Journal of Information Management 45 (April 2019), 191--210.
[24]
Joey J Lee, Pinar Ceyhan, William Jordan-Cooley, and Woonhee Sung. 2013. GREENIFY: A real-world action game for climate change education. Simulation & Gaming 44, 2--3 (2013), 349--365.
[25]
Nikoletta Zampeta Legaki, Nannan Xi, Juho Hamari, and Vassilios Assimakopoulos. 2019. Gamification of The Future: An Experiment on Gamifying Education of Forecasting.
[26]
Katherine N Lemon and Peter C Verhoef. 2016. Understanding customer experience throughout the customer journey. Journal of marketing 80, 6 (2016), 69--96.
[27]
H. Levene. 1960. Contributions to Probability and Statistics: Essays in Honor of Harold Hotelling. Stanford University Press. 278--292 pages.
[28]
Antonios Liapis, Georgios N. Yannakakis, and Julian Togelius. 2015. Constrained Novelty Search: A Study on Game Content Generation. Evol. Comput. 23, 1 (2015), 101--129.
[29]
Annapaola Marconi, Gianluca Schiavo, Massimo Zancanaro, Giuseppe Valetto, and Marco Pistore. 2018. Exploring the world through small green steps: improving sustainable school transportation with a game-based learning interface. In Proceedings of the 2018 International Conference on Advanced Visual Interfaces. ACM, 24.
[30]
Baptiste Monterrat, Élise Lavoué, and Sébastien George. 2017. Adaptation of Gaming Features for Motivating Learners. Simulation & Gaming 48, 5 (Oct. 2017), 625--656.
[31]
Adina Negruşa, Valentin Toader, Aurelian SoficĂ, Mihaela Tutunea, and Rozalia Rus. 2015. Exploring gamification techniques and applications for sustainable tourism. Sustainability 7, 8 (2015), 11160--11189.
[32]
Rita Orji, Regan L. Mandryk, and Julita Vassileva. 2017. Improving the Efficacy of Games for Change Using Personalization Models. ACM Trans. Comput.-Hum. Interact. 24, 5 (Oct. 2017), 32:1--32:22.
[33]
Rita Orji, Lennart E. Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 1015--1027. event-place: Denver, Colorado, USA.
[34]
Brian Orland, Nilam Ram, Dean Lang, Kevin Houser, Nate Kling, and Michael Coccia. 2014. Saving energy in an office environment: A serious game intervention. Energy and Buildings 74 (2014), 43--52.
[35]
David R. Michael and Sandra L. Chen. 2006. Serious Games: Games That Educate, Train, and Inform. (2006).
[36]
U. Ritterfeld, M. Cody, and P.A. Vorderer (Eds.). 2009. Serious games: Mechanisms and effects. Routledge.
[37]
Katie Seaborn and Deborah I Fels. 2015. Gamification in theory and action: A survey. International Journal of human-computer studies 74 (2015), 14--31.
[38]
Miyuki Shiraishi, Yasuyuki Washio, Chihiro Takayama, Vili Lehdonvirta, Hiroaki Kimura, and Tatsuo Nakajima. 2009. Using individual, social and economic persuasion techniques to reduce CO2 emissions in a family setting. In Proceedings of the 4th International Conference on Persuasive Technology. ACM, 13.
[39]
A. Streicher and J.D. Smeddinck (Eds.). 2016. Personalized and Adaptive Serious Games. Entertainment Computing and Serious Games. Lecture Notes in Computer Science., Vol. 9970.
[40]
HALLIFAX Stuart, Audrey Serna, Jean-Charles Marty, and Elise Lavoué. 2019. Adaptive gamification in education: A literature review of current trends and developments. In European Conference on Technology Enhanced Learning (ECTEL). Delft, Netherlands. https://hal.archives-ouvertes.fr/hal-02185634
[41]
Hallifax Stuart, Audrey Serna, Jean-Charles Marty, Guillaume Lavoué, and Elise Lavoué. 2019. Factors to Consider for Tailored Gamification. In CHI Play. Barcelona, Spain. https://hal.archives-ouvertes.fr/hal-02185647
[42]
Julian Togelius, Georgios N Yannakakis, Kenneth O Stanley, and Cameron Browne. 2011. Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games 3, 3 (2011), 172--186.
[43]
Julita Vassileva. 2012. Motivating participation in social computing applications: a user modeling perspective. User Modeling and User-Adapted Interaction 22, 1 (April 2012), 177--201.
[44]
Paul Weiser, Dominik Bucher, Francesca Cellina, and Vanessa De Luca. 2015. A Taxonomy of Motivational Affordances for Meaningful Gamified and Persuasive Technologies. In Proceedings of the 3rd International Conference on ICT for Sustainability (ICT4S) (Advances in Computer Science Research), Vol. 22. 271--280.
[45]
G. N. Yannakakis and J. Togelius. 2011. Experience-Driven Procedural Content Generation. IEEE Transactions on Affective Computing 2, 3 (July 2011), 147--161.

Cited By

View all
  • (2022)Game Difficulty Adaptation and Experience Personalization: A Literature ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2021.202000839:1(1-22)Online publication date: 18-Apr-2022
  • (2022)Serious games may shape the future of accounting education by exploring hybrid skillsAccounting Education10.1080/09639284.2022.208824132:6(670-693)Online publication date: 16-Jun-2022
  • (2021)A Gamification Platform to Analyze and Influence Citizens’ Daily Transportation ChoicesIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2021.304979222:4(2153-2167)Online publication date: Apr-2021

Index Terms

  1. Calibration of game dynamics for a more even multi-player experience

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      IUI '20: Proceedings of the 25th International Conference on Intelligent User Interfaces
      March 2020
      607 pages
      ISBN:9781450371186
      DOI:10.1145/3377325
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 17 March 2020

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. education and learning-related technologies
      2. user-adaptive interaction and personalization

      Qualifiers

      • Research-article

      Funding Sources

      • EU

      Conference

      IUI '20
      Sponsor:

      Acceptance Rates

      Overall Acceptance Rate 746 of 2,811 submissions, 27%

      Upcoming Conference

      IUI '25

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)23
      • Downloads (Last 6 weeks)1
      Reflects downloads up to 11 Dec 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2022)Game Difficulty Adaptation and Experience Personalization: A Literature ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2021.202000839:1(1-22)Online publication date: 18-Apr-2022
      • (2022)Serious games may shape the future of accounting education by exploring hybrid skillsAccounting Education10.1080/09639284.2022.208824132:6(670-693)Online publication date: 16-Jun-2022
      • (2021)A Gamification Platform to Analyze and Influence Citizens’ Daily Transportation ChoicesIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2021.304979222:4(2153-2167)Online publication date: Apr-2021

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media