Designing gamification Deterding, Sebastian; Björk, Staffan L.; Nacke, Lennart E. ...
CHI '13 Extended Abstracts on Human Factors in Computing Systems,
04/2013
Conference Proceeding
In recent years, gamification - the use of game design elements in non-game contexts - has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. ...However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.
Why game designers should study magic Kumari, Shringi; Deterding, Sebastian; Kuhn, Gustav
Proceedings of the 13th International Conference on the Foundations of Digital Games,
08/2018
Conference Proceeding
Odprti dostop
For millennia, magicians have designed illusions that are perceived as real regardless of their impossibility, inducing a sense of wonder in their audience. This paper argues that video game ...designers face the same design challenge - crafting believable and engaging illusions - and that the practice of magic provides an untapped wealth of design principles and techniques for game designers. To support this claim, the paper introduces two key principles of magic, affording perceived causal relations and forcing perceived-free choice. It then presents techniques to create and exploit these effects and discusses their parallels and applications in game design, encouraging game designers and researchers to further explore the field of magic for testable theories and applicable techniques.
Concerns about threats to human autonomy feature prominently in the field of AI ethics. One aspect of this concern relates to the use of AI systems for problematically manipulative influence. In ...response to this, the European Union's draft AI Act (AIA) includes a prohibition on AI systems deploying subliminal techniques that alter people's behavior in ways that are reasonably likely to cause harm (Article 5(1)(a)). Critics have argued that the term 'subliminal techniques' is too narrow to capture the target cases of AI-based manipulation. We propose a definition of 'subliminal techniques' that (a) is grounded on a plausible interpretation of the legal text; (b) addresses all or most of the underlying ethical concerns motivating the prohibition; (c) is defensible from a scientific and philosophical perspective; and (d) does not over-reach in ways that impose excessive administrative and regulatory burdens. The definition provides guidance for design teams seeking to pursue responsible and ethically aligned AI innovation.
Artificial moral agents – systems that engage in explicit moral reasoning on their own and with users – present a potential new paradigm for behavior and system change for social and environmental ...sustainability. Moral agents could replace current individualist, prescriptive, inflexible, and opaque interventions with systems that transparently state their values and then openly deliberate and contest these with users, or agents that represent human and non-human stakeholders such as future generations, species, or ecosystems. Indeed, moral agents could mark a genuine new form of more-than-human interactions and human-technology relation, where we relate to artificial systems as a counterpart. To jointly articulate key questions and possible futures around moral agents, this workshop convenes HCI, AI, behaviour change, and critical and speculative design researchers and practitioners.
Research actively explores and advances the play strength of general agents, which are able to play video games without having specific knowledge about them. However, how general agents impact player ...experience and motivation when implemented in commercially viable games is largely unexplored. In this paper, we investigate this relationship as initial work towards linking general agent behaviour and player experience as a step towards making general agents applicable to commercial video games. Specifically, we created two versions of a simple competitive human-versus-agent game having two general Monte Carlo Tree Search (MCTS) agents with different behaviours. These agents, without having specific knowledge about the game, have two unique goals: i) maximising score; and ii) exploring (more suitable for the game we chose). We integrated these agents into a ’capture the flag’ game and conducted a study to investigate the effects on several player motivation components of the Intrinsic Motivation Inventory (IMI) and Player Experience of Need Satisfaction (PENS) scale. Enquiry in this direction opens up the possibilities to start analysing general agents from the perspective of the player’s journey.
Self-determination theory (SDT) has become one of the most frequently used and well-validated theories used in HCI research, modelling the relation of basic psychological needs, intrinsic motivation, ...positive experience and wellbeing. This makes it a prime candidate for a ‘motor theme’ driving more integrated, systematic, theory-guided research. However, its use in HCI has remained superficial and disjointed across various application domains like games, health and wellbeing, or learning. This workshop therefore convenes researchers across HCI to co-create a research agenda on how SDT-informed HCI research can maximise its progress in the coming years.
Curious users of casual creators Nelson, Mark J.; Gaudl, Swen E.; Colton, Simon ...
Proceedings of the 13th International Conference on the Foundations of Digital Games,
08/2018
Conference Proceeding
Odprti dostop
Casual creators are a type of design tool identified by Compton & Mateas, characterised by an orientation towards enjoyable, intrinsically motivated creative exploration, rather than task-oriented ...designer productivity. In our experiments holding rapid game jams with Wevva, a casual creator for mobile game design, we have noticed, however, that users seem to vary considerably even within the context of using a casual creator. Some people focus on designing specific games, while others explore the design space extensively, or even focus exclusively on prodding the edges of the design space looking for its possibilities and limits. We hypothesise that the latter group of users is driven primarily by curiosity about a casual creator and its design space. This results in different patterns of behaviour to the former group (of design-oriented users), which may worth characterising and perhaps explicitly designing for.