Steering gameplay behavior in the interactive tag playground
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Transcript of Steering gameplay behavior in the interactive tag playground
Opportunities for learning
with ambient play.van Delden, University of Twente 1
CreaTe
a better world
Steering Gameplay Behavior in
the Interactive Tag Playground
Robby van Delden, Alejandro Moreno, Ronald Poppe, Dennis Reidsma, Dirk Heylen
Related work
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente2
Steering Interaction Tempo in interactive slide (Landry and Pares 2009)
Interactive tag playground
3
Fun, exhausting, social, played around the world
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Interactive tag playground
4
Technology mediated ambient play
taggerrunner
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Interactive tag playground - setup
5
Depth channel 4 Kinects, 2 Projectors,
2 PCs, playing field 6 x 7 mSteering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Children playing tag
6
Well defined patterns, skill differences
and disengagement at timesSteering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Steering: targets, balancing and
positions
7
Arrows, adaptive size and power-ups
??
?
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
User tests
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Within subject, 4 x 2 minutes, 32 participants, discussion afterwards
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
General findings
9
Enjoyed, exhausting, opportunities for technical improvements,
LagBug or feature?
Tracking shoulder to shoulder
“sweaty, hot, tiring, exhausting, good exercise, interesting, cool, fun and innovative”
71% power-ups, 21% adaptive circles 8% the normal one
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Variation 1: Arrows
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H1: A player with an arrow pointing at him/her is tagged more
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Arrows results
11
Significant effectP < 0.05
Possibilities: increase movementre-engage players
balancing
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Variation 2: Adaptive circles
12
H2: The variation, per group, in the duration of each player being atagger, is lower for the adaptive game than for the standard game.
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Adaptive circles results
13
P < 0.05
Adaptive ITP% being tagger
Normal ITP% being tagger
Possibilities: suitable for differently skilled players
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Variation 3: Power-Ups
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H3A: Locations visited by the runners change structurally in the power-ups game, runners will be near the middle of the playing field more often.
H3b: Locations visited by the taggers change structurally in the power-ups game, taggers will be near the edges of the playing field more often.
Minions, grow/shrink, shield
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Power-Ups results
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No convincing effects, nonetheless 85 of 96 were collected
“Possibilities”Re-engagement
Position in other implementation
Normal Adaptive
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
16
influence decision by arrows
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
17
FW: influence decision by adaptive arrows
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
18
influence decision by arrows
balance the time one is tagger
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
19
influence decision by arrows
FW: balance the tag game for children
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
20
influence decision by arrows
balance the time one is tagger
current power-ups had no effect on distribution of positions
power-ups version was liked often
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
21
influence decision by arrows
balance the time one is tagger
FW: A power-up that has effect
FW: Adaptive placement of power-ups
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Conclusions and future work
22
influence decision by arrows
balance the time one is tagger
current power-ups had no effect on distribution of positions
power-ups version was liked often
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe, Reidsma and Heylen
University of Twente
Steering Gameplay Behavior in the Interactive Tag Playground
van Delden, Moreno, Poppe Reidsma and Heylen
University of Twente23