Maic Masuch - Academia.edu (original) (raw)
Papers by Maic Masuch
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
The outstanding characteristic of virtual reality (VR) games is the ability to immerse the player... more The outstanding characteristic of virtual reality (VR) games is the ability to immerse the player into the game world and to support a natural experience. Reality offers a high degree of freedom in moving around, which is accordingly expected by players in the virtual environment. This freedom of player navigation challenges designers of open VR worlds. Players might get lost, get bored, or unintendedly reach the world's limits, which all can break immersion and result in negative player experiences. We identify typical navigational problems in first person VR games and present design patterns to guide players without restricting freedom and immersion. As an initial step towards empirically validated design recommendations, we conducted a study with 88 participants to evaluate the most common design patterns by analyzing player behavior in experimental settings. Our results confirm both the validity of our approach and methodology, and the practical implication of the presented patterns.
2019 IEEE Conference on Games (CoG), 2019
Our research investigates the role of physical copresence for the experience of multiplayer coope... more Our research investigates the role of physical copresence for the experience of multiplayer cooperation in virtual reality (VR). We developed and compared a shared-room (colocated) and separated-room (remote) version of a cooperative two-player VR game. In an extensive study (N=92) we assessed measures of task awareness and spatial presence, as well as player communication, interaction, and performance. Our results indicate that players sharing the same physical space tend to neglect the cooperative task. Moreover, our results indicate that being physically separated can beneficially impact the perceived cooperative social presence, quality of communication, and performance in contrast to sharing a physical space. The role of physical co-location in room-scale VR and potential confounding effects caused by it, as well as implications for further research, are discussed.
The processes of navigation and orientation in unfamiliar environments are mentally complex and d... more The processes of navigation and orientation in unfamiliar environments are mentally complex and difficult tasks. Many techniques have evolved to aid in this exploration, including perceptional skills (eg. landmarks) as well as technical tools (eg. maps). Both assist the sighted user in the navigation through complex environments. As auditory perception differs from vision, the tasks of navigation and orientation become more challenging. Some of the visual techniques can be adopted to the auditory world, but generally less information can be perceived through sound. In this work, we first discuss several general approaches and techniques to aid in the exploration and navigation of virtual, auditory worlds. Along these techniques, we explicitly focus on the sonification of pathways and trails and introduce a new method for path sonification:Soundpipes . These soundpipes are easy to implement, but can greatly enhance the perception of auditory worlds as well as assist the user in the n...
2021 IEEE Conference on Games (CoG), 2021
Exergames can increase cognitive performance compared to sedentary games and the same non-gamifie... more Exergames can increase cognitive performance compared to sedentary games and the same non-gamified exercise. Whether this advantage can be further enhanced by the high immersion and arousal level VR systems offer remains unclear. Therefore, we developed an exergame that can be played in VR or in front of a TV screen with identical gameplay in both versions. In a study with 32 participants, we collected data on cognitive performance, arousal, presence, motivation, and exertion. Our results show no difference in cognitive performance and arousal between the conditions. However, the VR version significantly increased players' presence and motivation while significantly reducing perceived exertion. Our results help to understand in which aspects VR can have a significant impact on exergames.
Virtual Reality ermoglicht dem Anwender eine naturliche Interaktion mit den dargestellten, virtue... more Virtual Reality ermoglicht dem Anwender eine naturliche Interaktion mit den dargestellten, virtuellen Welten als waren diese real. Um eine solche naturgetreue Interaktion zu realisieren, wurde im Rahmen des Forschungsprojekts "Gesture-based Virtual Reality Interaction Design" das Potenzial von Technologien zur Steuerung von Software durch Handgesten in Verbindung mit VR-Systemen untersucht. Dazu wurde eine Oculus Rift VR-Brille mit dem Handgestensensor Leap Motion ausgestattet. Auf diese Weise ist es moglich, die Hande des Benutzers in der virtuellen Welt darzustellen und diese direkt mit den Handen zu manipulieren. Im Besonderen galt es, verschiedene Interaktionskonzepte aufbauend auf Handgesten fur dieses technische Szenario zu entwickeln und zu evaluieren. In zwei Iterationsschritten wurden fur verschiedene Funktionen einer VR-Produktivsoftware unterschiedliche Gesten- und Menukonzepte entworfen und in einer Testumgebung mit Probanden auf Praktikabilitat, Naturlichkeit,...
The majority of information that we perceive from our real-world environment is of audio-visual n... more The majority of information that we perceive from our real-world environment is of audio-visual nature. Virtual worlds, which are utilized in computer games to line out the story’s stage, are composed of visual and auditory environments. These environments are designed to provide sufficient information for the interaction and exploration of these worlds. The authoring – or content creation – of such environments can be a very tedious and time consuming task. In this paper we focus on a specific chapter of game authoring: The authoring of auditory environments for virtual worlds. Many of the tools available for auditory authoring focus on visual cues rather than on auditory cues and common hearing behaviour. We compare several existing programs towards their applicability for authoring audio-visual as well as audio-only applications. In addition, we propose a new system, that allows the authoring of auditory environments through a non-visual interface by solely utilizing sound and sp...
Playing digital games comprises a diverse, but holistic experience. Yet it is still unclear how a... more Playing digital games comprises a diverse, but holistic experience. Yet it is still unclear how and to what extend certain design elements of a game contribute to specific aspects of player experience. We developed a game as test bed to investigate this question. The casual game Loadstone allows for different social interaction modes while retaining all other game elements. By isolating one single gameplay element we were able to analyze the influence of competition and collaboration on the game experience. The game served as the basis for a study conducted with 58 participants in order to empirically investigate potential differences in player experience induced by collaborative and competitive game design elements. Data regarding player experience, aggression, social presence and performance was assessed in form of questionnaires and observations. Results indicate significant differences between player experiences in both modes: While positive affect and aggression were higher in ...
Proceedings of the Conference on Mensch und Computer, 2020
Age-related physical, mental, and social limitations can severely reduce the quality of life of e... more Age-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates stimulating cognitive tasks, playful elements, and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using it again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Interaction Design and Children Conference, 2020
We present the concept, design, and evaluation of a playful mobile virtual reality (VR) app for c... more We present the concept, design, and evaluation of a playful mobile virtual reality (VR) app for children to reduce anxiety and stress during MRI examinations. The Pengunaut Trainer aims to help children to familiarize themselves with the medical environment so that they can be examined without fear, rendering sedation unnecessary. The young patients learn about the procedure and train to lie still during a virtual MRI scan. We conducted a clinical trial focusing on an in-depth analysis of the game design. 29 children trained over 14 days on average before their MRI examination. The participants were impressed by the VR experience and motivated to train. They reported high levels of immersion and positive affect. Anxiety and negative feelings towards the upcoming MRI examination were significantly reduced after the training period. Moreover, our results indicate that the Pengunaut Trainer could be effective in reducing anxiety and stress during the MRI scan. Our results and the positive feedback from parents and medical professionals prove the validity of our approach.
Entertainment Computing – ICEC 2017, 2017
The perception of disruptive outside sound while being inside a virtual reality simulation can br... more The perception of disruptive outside sound while being inside a virtual reality simulation can break the experience of presence. Even with noise cancelling headphones external sound cannot be blocked completely. In this paper, we present an acoustic compensation method to sustain the virtual illusion. We developed a testbed VR prototype that allows to classify real-life sound and to adapt the virtual world accordingly by activating pre-defined playable content. The application analyzes and classifies outside sound in real time and triggers a suitable in-game object that matches the outside sound. Our implementation is a first approach, we want to use it to further examine the possibility of adaptive audio to mask external disruptive sounds resulting in an enhanced VR experience.
Lecture Notes in Computer Science, 2016
Designing multiplayer virtual reality games is a challenging task since immersion is easily destr... more Designing multiplayer virtual reality games is a challenging task since immersion is easily destroyed by real world influences. However, providing fun and social virtual reality experiences is inevitable for establishing virtual reality gaming as a convincing new medium. We propose a design approach to integrate social interactions into the game design while retaining immersion, and present design methods to implement this approach. Furthermore, we describe the game design of a collaborative local multi-player/platform virtual reality game to demonstrate the application and effectiveness of our methods.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2014
We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S... more We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S3D-specific game called Deepress3D. Our game utilizes established S3D design principles for optimizing GUI design, visual comfort and game mechanics which rely on depth perception in time-pressured spatial conflicts. The game collects detailed S3D player metrics and allows players to choose between different, evenly matched strategies. We conducted a between subjects study comparing S3D and monoscopic versions of Deepress3D that examined player behavior and performance and measured user-reported data on presence, simulator sickness, and game experience. Confirming previous results, stereo users reported higher spatial presence. More importantly, for the first time, our game metrics indicate that S3D vision can measurably change player behavior depending on actual game content and level design, without necessarily affecting performance or emotional experience. These findings indicate the potential for optimizing applications for stereo users distinguishing them as a distinct group in HCI research.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014
New technologies have made the mobile phone to a multifunctional ally who accompanies many people... more New technologies have made the mobile phone to a multifunctional ally who accompanies many people in their everyday life. Smartphones and tablet PCs have also established new game settings. In this paper, we investigate a new trend utilizing smart devices as second screens that are added to gaming situations. We give a definition of Second Screen Gaming, and illuminate a special subcategory we call Smart Gaming. Further, we argue that there is a need for comprehensive design guidelines to integrate the second screen as a core part of the game design. Additionally, we have identified several challenges while designing such games and point out the opportunities for game designers in following this new trend. At the end of this work, three game prototypes are introduced as case studies, which demonstrate different aspects of Second Screen Gaming and thereby illustrate how innovative, engaging and highly social games can be created.
Lecture Notes in Computer Science, 2011
Because they offer an easy entry into play, casual games have become an increasingly popular leis... more Because they offer an easy entry into play, casual games have become an increasingly popular leisure activity among children and teenagers, engaging particularly broad target audiences. In this paper, we present a casual game that addresses childhood cancer: Besides mere entertainment, a health game that focuses on cancer may serve as a clinical tool in order to teach children about the particularities of the disease and initiate discussion among cancer patients, their parents and medical staff. In this context, the results of an empirical study revealed a generally high acceptance of the health game among young patients, while parents and medical staff highlighted the educational potential of health games addressing cancer. Additionally, we discuss the challenges of evaluating digital games in a hospital setting which were revealed during the evaluation phase.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology - ACE '10, 2010
In this paper, we discuss chances and challenges of game design for an elderly audience with a fo... more In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11, 2011
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11, 2011
Game research increasingly addresses human factors of gaming. Though more and more seniors become... more Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendo's Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time. Findings also indicate that the engagement of elderly players transcends into their everyday life, and their social interaction increases among one another. Most importantly, the evaluation showed that games were perceived as enjoyable leisure activity, supporting the approach of applying digital games to raise the quality of life among frail elderly by fostering activity.
Lecture Notes in Computer Science, 2011
Stereoscopic 3D (S3D) has (re-)emerged as a major technological trend [12]. Hence, many game desi... more Stereoscopic 3D (S3D) has (re-)emerged as a major technological trend [12]. Hence, many game designers are challenged to avoid S3D pitfalls whilst creating innovative and entertaining gameplay experiences. We analyze the challenges and opportunities of S3D game design. Based on a review of related findings in the fields of perceptual psychology and 3D movie making, we propose a catalogue of fundamental and innovative concepts for S3D game design that shall lead to new and differentiating game developments.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2013
Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice be... more Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
The outstanding characteristic of virtual reality (VR) games is the ability to immerse the player... more The outstanding characteristic of virtual reality (VR) games is the ability to immerse the player into the game world and to support a natural experience. Reality offers a high degree of freedom in moving around, which is accordingly expected by players in the virtual environment. This freedom of player navigation challenges designers of open VR worlds. Players might get lost, get bored, or unintendedly reach the world's limits, which all can break immersion and result in negative player experiences. We identify typical navigational problems in first person VR games and present design patterns to guide players without restricting freedom and immersion. As an initial step towards empirically validated design recommendations, we conducted a study with 88 participants to evaluate the most common design patterns by analyzing player behavior in experimental settings. Our results confirm both the validity of our approach and methodology, and the practical implication of the presented patterns.
2019 IEEE Conference on Games (CoG), 2019
Our research investigates the role of physical copresence for the experience of multiplayer coope... more Our research investigates the role of physical copresence for the experience of multiplayer cooperation in virtual reality (VR). We developed and compared a shared-room (colocated) and separated-room (remote) version of a cooperative two-player VR game. In an extensive study (N=92) we assessed measures of task awareness and spatial presence, as well as player communication, interaction, and performance. Our results indicate that players sharing the same physical space tend to neglect the cooperative task. Moreover, our results indicate that being physically separated can beneficially impact the perceived cooperative social presence, quality of communication, and performance in contrast to sharing a physical space. The role of physical co-location in room-scale VR and potential confounding effects caused by it, as well as implications for further research, are discussed.
The processes of navigation and orientation in unfamiliar environments are mentally complex and d... more The processes of navigation and orientation in unfamiliar environments are mentally complex and difficult tasks. Many techniques have evolved to aid in this exploration, including perceptional skills (eg. landmarks) as well as technical tools (eg. maps). Both assist the sighted user in the navigation through complex environments. As auditory perception differs from vision, the tasks of navigation and orientation become more challenging. Some of the visual techniques can be adopted to the auditory world, but generally less information can be perceived through sound. In this work, we first discuss several general approaches and techniques to aid in the exploration and navigation of virtual, auditory worlds. Along these techniques, we explicitly focus on the sonification of pathways and trails and introduce a new method for path sonification:Soundpipes . These soundpipes are easy to implement, but can greatly enhance the perception of auditory worlds as well as assist the user in the n...
2021 IEEE Conference on Games (CoG), 2021
Exergames can increase cognitive performance compared to sedentary games and the same non-gamifie... more Exergames can increase cognitive performance compared to sedentary games and the same non-gamified exercise. Whether this advantage can be further enhanced by the high immersion and arousal level VR systems offer remains unclear. Therefore, we developed an exergame that can be played in VR or in front of a TV screen with identical gameplay in both versions. In a study with 32 participants, we collected data on cognitive performance, arousal, presence, motivation, and exertion. Our results show no difference in cognitive performance and arousal between the conditions. However, the VR version significantly increased players' presence and motivation while significantly reducing perceived exertion. Our results help to understand in which aspects VR can have a significant impact on exergames.
Virtual Reality ermoglicht dem Anwender eine naturliche Interaktion mit den dargestellten, virtue... more Virtual Reality ermoglicht dem Anwender eine naturliche Interaktion mit den dargestellten, virtuellen Welten als waren diese real. Um eine solche naturgetreue Interaktion zu realisieren, wurde im Rahmen des Forschungsprojekts "Gesture-based Virtual Reality Interaction Design" das Potenzial von Technologien zur Steuerung von Software durch Handgesten in Verbindung mit VR-Systemen untersucht. Dazu wurde eine Oculus Rift VR-Brille mit dem Handgestensensor Leap Motion ausgestattet. Auf diese Weise ist es moglich, die Hande des Benutzers in der virtuellen Welt darzustellen und diese direkt mit den Handen zu manipulieren. Im Besonderen galt es, verschiedene Interaktionskonzepte aufbauend auf Handgesten fur dieses technische Szenario zu entwickeln und zu evaluieren. In zwei Iterationsschritten wurden fur verschiedene Funktionen einer VR-Produktivsoftware unterschiedliche Gesten- und Menukonzepte entworfen und in einer Testumgebung mit Probanden auf Praktikabilitat, Naturlichkeit,...
The majority of information that we perceive from our real-world environment is of audio-visual n... more The majority of information that we perceive from our real-world environment is of audio-visual nature. Virtual worlds, which are utilized in computer games to line out the story’s stage, are composed of visual and auditory environments. These environments are designed to provide sufficient information for the interaction and exploration of these worlds. The authoring – or content creation – of such environments can be a very tedious and time consuming task. In this paper we focus on a specific chapter of game authoring: The authoring of auditory environments for virtual worlds. Many of the tools available for auditory authoring focus on visual cues rather than on auditory cues and common hearing behaviour. We compare several existing programs towards their applicability for authoring audio-visual as well as audio-only applications. In addition, we propose a new system, that allows the authoring of auditory environments through a non-visual interface by solely utilizing sound and sp...
Playing digital games comprises a diverse, but holistic experience. Yet it is still unclear how a... more Playing digital games comprises a diverse, but holistic experience. Yet it is still unclear how and to what extend certain design elements of a game contribute to specific aspects of player experience. We developed a game as test bed to investigate this question. The casual game Loadstone allows for different social interaction modes while retaining all other game elements. By isolating one single gameplay element we were able to analyze the influence of competition and collaboration on the game experience. The game served as the basis for a study conducted with 58 participants in order to empirically investigate potential differences in player experience induced by collaborative and competitive game design elements. Data regarding player experience, aggression, social presence and performance was assessed in form of questionnaires and observations. Results indicate significant differences between player experiences in both modes: While positive affect and aggression were higher in ...
Proceedings of the Conference on Mensch und Computer, 2020
Age-related physical, mental, and social limitations can severely reduce the quality of life of e... more Age-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates stimulating cognitive tasks, playful elements, and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using it again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Interaction Design and Children Conference, 2020
We present the concept, design, and evaluation of a playful mobile virtual reality (VR) app for c... more We present the concept, design, and evaluation of a playful mobile virtual reality (VR) app for children to reduce anxiety and stress during MRI examinations. The Pengunaut Trainer aims to help children to familiarize themselves with the medical environment so that they can be examined without fear, rendering sedation unnecessary. The young patients learn about the procedure and train to lie still during a virtual MRI scan. We conducted a clinical trial focusing on an in-depth analysis of the game design. 29 children trained over 14 days on average before their MRI examination. The participants were impressed by the VR experience and motivated to train. They reported high levels of immersion and positive affect. Anxiety and negative feelings towards the upcoming MRI examination were significantly reduced after the training period. Moreover, our results indicate that the Pengunaut Trainer could be effective in reducing anxiety and stress during the MRI scan. Our results and the positive feedback from parents and medical professionals prove the validity of our approach.
Entertainment Computing – ICEC 2017, 2017
The perception of disruptive outside sound while being inside a virtual reality simulation can br... more The perception of disruptive outside sound while being inside a virtual reality simulation can break the experience of presence. Even with noise cancelling headphones external sound cannot be blocked completely. In this paper, we present an acoustic compensation method to sustain the virtual illusion. We developed a testbed VR prototype that allows to classify real-life sound and to adapt the virtual world accordingly by activating pre-defined playable content. The application analyzes and classifies outside sound in real time and triggers a suitable in-game object that matches the outside sound. Our implementation is a first approach, we want to use it to further examine the possibility of adaptive audio to mask external disruptive sounds resulting in an enhanced VR experience.
Lecture Notes in Computer Science, 2016
Designing multiplayer virtual reality games is a challenging task since immersion is easily destr... more Designing multiplayer virtual reality games is a challenging task since immersion is easily destroyed by real world influences. However, providing fun and social virtual reality experiences is inevitable for establishing virtual reality gaming as a convincing new medium. We propose a design approach to integrate social interactions into the game design while retaining immersion, and present design methods to implement this approach. Furthermore, we describe the game design of a collaborative local multi-player/platform virtual reality game to demonstrate the application and effectiveness of our methods.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2014
We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S... more We explore the potential of stereoscopic 3D (S3D) vision in offering distinct gameplay using an S3D-specific game called Deepress3D. Our game utilizes established S3D design principles for optimizing GUI design, visual comfort and game mechanics which rely on depth perception in time-pressured spatial conflicts. The game collects detailed S3D player metrics and allows players to choose between different, evenly matched strategies. We conducted a between subjects study comparing S3D and monoscopic versions of Deepress3D that examined player behavior and performance and measured user-reported data on presence, simulator sickness, and game experience. Confirming previous results, stereo users reported higher spatial presence. More importantly, for the first time, our game metrics indicate that S3D vision can measurably change player behavior depending on actual game content and level design, without necessarily affecting performance or emotional experience. These findings indicate the potential for optimizing applications for stereo users distinguishing them as a distinct group in HCI research.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014
New technologies have made the mobile phone to a multifunctional ally who accompanies many people... more New technologies have made the mobile phone to a multifunctional ally who accompanies many people in their everyday life. Smartphones and tablet PCs have also established new game settings. In this paper, we investigate a new trend utilizing smart devices as second screens that are added to gaming situations. We give a definition of Second Screen Gaming, and illuminate a special subcategory we call Smart Gaming. Further, we argue that there is a need for comprehensive design guidelines to integrate the second screen as a core part of the game design. Additionally, we have identified several challenges while designing such games and point out the opportunities for game designers in following this new trend. At the end of this work, three game prototypes are introduced as case studies, which demonstrate different aspects of Second Screen Gaming and thereby illustrate how innovative, engaging and highly social games can be created.
Lecture Notes in Computer Science, 2011
Because they offer an easy entry into play, casual games have become an increasingly popular leis... more Because they offer an easy entry into play, casual games have become an increasingly popular leisure activity among children and teenagers, engaging particularly broad target audiences. In this paper, we present a casual game that addresses childhood cancer: Besides mere entertainment, a health game that focuses on cancer may serve as a clinical tool in order to teach children about the particularities of the disease and initiate discussion among cancer patients, their parents and medical staff. In this context, the results of an empirical study revealed a generally high acceptance of the health game among young patients, while parents and medical staff highlighted the educational potential of health games addressing cancer. Additionally, we discuss the challenges of evaluating digital games in a hospital setting which were revealed during the evaluation phase.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology - ACE '10, 2010
In this paper, we discuss chances and challenges of game design for an elderly audience with a fo... more In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11, 2011
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11, 2011
Game research increasingly addresses human factors of gaming. Though more and more seniors become... more Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendo's Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time. Findings also indicate that the engagement of elderly players transcends into their everyday life, and their social interaction increases among one another. Most importantly, the evaluation showed that games were perceived as enjoyable leisure activity, supporting the approach of applying digital games to raise the quality of life among frail elderly by fostering activity.
Lecture Notes in Computer Science, 2011
Stereoscopic 3D (S3D) has (re-)emerged as a major technological trend [12]. Hence, many game desi... more Stereoscopic 3D (S3D) has (re-)emerged as a major technological trend [12]. Hence, many game designers are challenged to avoid S3D pitfalls whilst creating innovative and entertaining gameplay experiences. We analyze the challenges and opportunities of S3D game design. Based on a review of related findings in the fields of perceptual psychology and 3D movie making, we propose a catalogue of fundamental and innovative concepts for S3D game design that shall lead to new and differentiating game developments.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2013
Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice be... more Creating graphical user interfaces (GUI) for stereoscopic 3D (S3D) games is a difficult choice between visual comfort and effect. We present a S3D Game GUI Design Space and a list of S3D-specific attributes that emphasizes integrating visually comfortable interfaces into the game world, story and S3D view. To showcase our approach, we created two GUI concepts and evaluated them with 32 users. Our results show quality improvements for a combination of bottom position and visual attachment for a menu. In a referencing interface, placing the reference near to the target depth significantly improved perceived quality, game integration, and increased presence. These results confirm the need to create S3D GUIs with perceptual constraints in mind, demonstrating the potential to extend the user experience. Additionally, our design space offers a formal and flexible way to create new effects in S3D GUIs.