ABSTRACT
In this paper we present Maze Commander, a two-player game using two different types of interaction. One player uses the Oculus Rift and the other uses the Sifteo Cubes. The game requires effective and efficient communication to win. We also conducted an evaluation. The results show a positive evaluation for the game experience and collaboration, but no significant differences in game experience between the two modes of interaction. However, preferred interaction modalities were not yet taken into consideration for selecting the participants. We also present lessons learned from this experiment, and our future work.
- Azadegan, A., and Harteveld, C. Work for or against players: On the use of collaboration engineering for collaborative games. Foundations of Digital Games (2014).Google Scholar
- Beznosyk, A., Quax, P., Coninx, K., and Lamotte, W. The influence of cooperative game design patterns for remote play on player experience. In Proceedings of the 10th asia pacific conference on Computer human interaction, ACM (2012), 11--20. Google ScholarDigital Library
- Birk, M., and Mandryk, R. L. Control your game-self: effects of controller type on enjoyment, motivation, and personality in game. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM (2013), 685--694. Google ScholarDigital Library
- Connolly, T. M., Stansfield, M., and Hainey, T. An alternate reality game for language learning: Arguing for multilingual motivation. Computers & Education 57, 1 (2011), 1389--1415. Google ScholarDigital Library
- Csikszentmihalyi, I. S. Optimal experience: Psychological studies of flow in consciousness. Cambridge University Press, 1992.Google Scholar
- de Kort, Y. A., IJsselsteijn, W. A., and Poels, K. Digital games as social presence technology: Development of the social presence in gaming questionnaire (spgq). Proceedings of PRESENCE (2007), 195--203.Google Scholar
- Dondlinger, M. J. Educational video game design: A review of the literature. Journal of Applied Educational Technology 4, 1 (2007), 21--31.Google Scholar
- Fleming, N., and Baume, D. Learning styles again: Varking up the right tree! Educational Developments 7, 4 (2006), 4.Google Scholar
- Gardner, H. Intelligence reframed: Multiple intelligences for the 21st century. Basic Books, (1999).Google Scholar
- Gerling, K. M., Klauser, M., and Niesenhaus, J. Measuring the impact of game controllers on player experience in fps games. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, ACM (2011), 83--86. Google ScholarDigital Library
- Gilleade, K. M., and Dix, A. Using frustration in the design of adaptive videogames. In Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, ACM (2004), 228--232. Google ScholarDigital Library
- Isokoski, P., and Martin, B. Performance of input devices in fps target acquisition. In Proceedings of the international conference on Advances in computer entertainment technology, ACM (2007), 240--241. Google ScholarDigital Library
- Johnson, D. W., and Johnson, R. T. Learning together and alone: Cooperative, competitive, and individualistic learning . Prentice-Hall, Inc, (1987).Google Scholar
- Klochek, C., and MacKenzie, I. S. Performance measures of game controllers in a three-dimensional environment. In Proceedings of Graphics Interface 2006, Canadian Information Processing Society (2006), 73--79. Google ScholarDigital Library
- Limperos, A. M., Schmierbach, M. G., Kegerise, A. D., and Dardis, F. E. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment. Cyberpsychology, Behavior, and Social Networking 14, 6 (2011), 345--350.Google Scholar
- Loomis, J. M., Blascovich, J. J., and Beall, A. C. Immersive virtual environment technology as a basic research tool in psychology. Behavior Research Methods, Instruments, & Computers 31, 4 (1999), 557--564.Google Scholar
- McEwan, M., Johnson, D., Wyeth, P., and Blackler, A. Videogame control device impact on the play experience. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System, ACM (2012), 18. Google ScholarDigital Library
- Merrill, D., Kalanithi, J., and Maes, P. Siftables: towards sensor network user interfaces. In Proceedings of the 1st international conference on Tangible and embedded interaction, ACM (2007), 75--78. Google ScholarDigital Library
- Merrill, D., Sun, E., and Kalanithi, J. Sifteo cubes. In CHI'12 Extended Abstracts on Human Factors in Computing Systems, ACM (2012), 1015--1018. Google ScholarDigital Library
- Nacke, L. E. Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction. In Proceedings of the International Academic Conference on the Future of Game Design and Technology, ACM (2010), 159--166. Google ScholarDigital Library
- Natapov, D., Castellucci, S. J., and MacKenzie, I. S. Iso 9241--9 evaluation of video game controllers. In Proceedings of Graphics Interface 2009, Canadian Information Processing Society (2009), 223--230. Google ScholarDigital Library
- Notelaers, S., De Weyer, T., Goorts, P., Maesen, S., Vanacken, L., Coninx, K., and Bekaert, P. Heatmeup: a 3dui serious game to explore collaborative wayfinding. In 3D User Interfaces (3DUI), 2012 IEEE Symposium on, IEEE (2012), 177--178.Google Scholar
- Oculus, V. Oculus rift, 2013.Google Scholar
- Pietschmann, D., Valtin, G., and Ohler, P. The effect of authentic input devices on computer game immersion. In Computer Games and New Media Cultures. Springer, (2012), 279--292.Google ScholarCross Ref
- Pillias, C., Robert-Bouchard, R., and Levieux, G. Designing tangible video games: lessons learned from the sifteo cubes. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems, ACM (2014), 3163--3166. Google ScholarDigital Library
- Sajjadi, P., Van Broeckhoven, F., and De Troyer, O. Dynamically adaptive educational games: A new perspective. In Games for Training, Education, Health and Sports. Springer, (2014), 71--76.Google ScholarCross Ref
- Scharf, F., Winkler, T., Hahn, C., Wolters, C., and Herczeg, M. Tangicons 3.0: an educational non-competitive collaborative game. In Proceedings of the 11th International Conference on Interaction Design and Children, ACM (2012), 144--151. Google ScholarDigital Library
- Seif El-Nasr, M., Aghabeigi, B., Milam, D., Erfani, M., Lameman, B., Maygoli, H., and Mah, S. Understanding and evaluating cooperative games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM (2010), 253--262. Google ScholarDigital Library
- Skalski, P., Tamborini, R., Shelton, A., Buncher, M., and Lindmark, P. Mapping the road to fun: Natural video game controllers, presence, and game enjoyment. New Media & Society 13, 2 (2011), 224--242.Google ScholarCross Ref
- Szulborski, D. This is not a game: A guide to alternate reality gaming. Incunabula, (2005).Google Scholar
- Wendel, V., Gutjahr, M., Göbel, S., and Steinmetz, R. Designing collaborative multiplayer serious games for collaborative learning. Proceedings of the CSEDU 2012 (2012).Google Scholar
- Zagal, J. P., Rick, J., and Hsi, I. Collaborative games: Lessons learned from board games. Simulation & Gaming 37, 1 (2006), 24--40. Google ScholarDigital Library
- Zea, N. P., Sánchez, J. L. G., Gutiérrez, F. L., Cabrera, M. J., and Paderewski, P. Design of educational multiplayer videogames: A vision from collaborative learning. Advances in Engineering Software 40, 12 (2009), 1251--1260. Google ScholarDigital Library
Index Terms
- Maze commander: a collaborative asynchronous game using the oculus rift & the sifteo cubes
Recommendations
The interplay between immersion and appeal in video games
A 2í 2 study on immersion and appeal of video games is presented.Immersion and appeal are found to be highly related.Immersion is found to be unaffected by playing experience.Appeal is found to be affected both by game played and playing experience. ...
Designing tangible video games: lessons learned from the sifteo cubes
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsIn this paper, we present a collaborative game designed for Sifteo Cubes, a new tangible interface for multiplayer games. We discuss how this game exploits the platform's interface to transfer some of the game mechanics into the non-digital world, and ...
wanted: guild, depicting hardcore gaming culture in virtual reality
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playIn this paper we present a playable interactive documentary experience, wanted:Guild, about the experience of hardcore gamers. Informed by postmodern literary theory, the project uses a stereoscopic virtual-reality-based environment supported by the ...
Comments