Lost at the Edge of Uncertainty: Measuring Player Uncertainty in Digital GamesPower, Christopher; Cairns, Paul; Denisova, Alena; Papaioannou, Themis; Gultom, Ruth
doi: 10.1080/10447318.2018.1507161pmid: N/A
Uncertainty has previously been identified as an important ingredient of engaging games. Design in games can create different levels of uncertainty in players that they can recognize and describe as being either attributable to external forces, such as chance or hidden information, or internal to their own understanding of what to do in relation to their own goals. While it appears that uncertainty can contribute both positive and negative play experiences, there is little work in trying to operationalize and measure this concept as a component of player experience. Reported in this article is an analysis of data from over 700 players using modern bi-factor analysis techniques resulting in a five factor psychometric scale which captures the broad feelings of players about uncertainty in games. Three of these specific factors appear to point toward a single generic factor of uncertainty that is internal to the players, one captures experiences relating to external uncertainty, with the final factor relating to player’s experience of exploring the game to resolve uncertainty. In order to further validate the scale, we conducted an experiment with a commercial puzzle game manipulating the duration of play with predicted outcomes on the different specific factors of the scale. Overall the scale shows promise with good statistical reliability and construct validity of the separate factors and so will be a useful tool for further investigating player experiences in digital games.
Digital Piracy: Factors that Influence the Intention to Pirate – A Structural Equation Model ApproachMeireles, Rúben; Campos, Pedro
doi: 10.1080/10447318.2018.1507783pmid: N/A
Faster Internet connections are breaking most of the geographic barriers. At the same time, the huge digital content that have been generated in last years is motivating new forms of digital piracy. We know that piracy of copyrighted digital material has a huge impact on countries’ economy, being a major issue for the whole society and not only for content creators. The purpose of this paper is to investigate digital piracy intention. For that purpose, we have expanded the framework of the theory of planned behavior using the utility theory, the deterrence theory and other relevant constructs. Using data from students of a Portuguese university and high school, a sample of 590 questionnaires has been collected. Two models were developed and analyzed using structural equation modeling. The first considers the full sample (Full Model), while the second considers only those who had pirated (Pirate Model). The pirate model confirmed the existence of a significant and strong relation between past behavior and intention toward digital piracy.
Proposal of an Index for the Operator’s Haptic Sensation in a Master-Slave System with Force-Feedback FunctionZhou, Dongbo; Tadano, Kotaro
doi: 10.1080/10447318.2018.1509499pmid: N/A
This article proposes an index to estimate the operator’s haptic sensation of the contact between the slave device and the environment in operating master–slave systems with force feedback function. The index value is derived from the velocity information of the master device before and after contact, which is hypothesized to represent the intensity of haptic sensation stimuli presented to the operator. Two characteristics of this index are discussed by means of psychophysics experiment, which are the statistical characteristics of the index value for different operators, and how the change in the operator’s haptic sensation is reflected on the index value. The index is validated by another psychophysics experiment. The experimental results show that the performance of operator’s haptic sensation can be predicted correctly based on the proposed index value. This index is expected to be applied in the parameter design of bilateral-control systems with force feedback function.
The Impact of Flow Experience and Personality Type on the Intention to Use Virtual WorldAhmad, Norita; Abdulkarim, Hamda
doi: 10.1080/10447318.2018.1509500pmid: N/A
Virtual World (VW) had gained and lost its popularity over the past decades. Although people were initially excited about the potential of such technology, the original excitement has not been maintained and the VW has lost its reputation. We design an experimental study to learn about the factors that impact the intention to use or not use VW (i.e., Second Life, SL). Our proposed model is based on the Theory of Reasoned Action, Technology Acceptance Model, Embodied Social Presence theory, Flow theory, and Jungian personality theory. Over 160 students participated in this study and the results support our proposed model, where a positive flow experience with VW influences the attitude towards VW, in turn influencing intention to use VW. Furthermore, VW flow experience can itself be impacted by personality of the individuals behind the avatars in VW, perceived peer influence, perceived usefulness, and familiarity with VW.
TANGAEON: Tangible Interaction to Support People in a Mindfulness PracticeVianello, Andrea; Chittaro, Luca; Matassa, Assunta
doi: 10.1080/10447318.2018.1509540pmid: N/A
Recently, Tangible and Embodied Interaction (TEI) approaches to support people in mindfulness practices have been proposed in the literature, but they have scarcely explored the use of real natural elements in the interaction. In this article, we first present TANGAEON, a TEI system that augments the AEON mindfulness mobile app with an interactive, water-filled glass container. Second, we evaluate TANGAEON by contrasting it with two traditional mindfulness techniques and with AEON. TANGAEON obtained better results in terms of achieved mindfulness, perceived level of difficulty, and degree of pleasantness than the two traditional techniques. Moreover, considering all techniques, participants achieved the highest level of mindfulness with TANGAEON, and rated it as the most pleasant and preferred approach to practice. These results suggest that the use of TEI based on a natural element can offer a novel and effective way to help people approach and practice mindfulness, and to augment existing mindfulness apps.
The Gesture Disagreement Problem in Free-hand Gesture InteractionWu, Huiyue; Zhang, Shaoke; Liu, Jiayi; Qiu, Jiali; Zhang, Xiaolong (Luke)
doi: 10.1080/10447318.2018.1510607pmid: N/A
Accurately understanding a user’s intention is often essential to the success of any interactive system. An information retrieval system, for example, should address the vocabulary problem (Furnas et al., 1987) to accommodate different query terms users may choose. A system that supports natural user interaction (e.g., full-body game and immersive virtual reality) must recognize gestures that are chosen by users for an action. This article reports an experimental study on the gesture choice for tasks in three application domains. We found that the chance for users to produce the same gesture for a given task is below 0.355 on average, and offering a set of gesture candidates can improve the agreement score. We discuss the characteristics of those tasks that exhibit the gesture disagreement problem and those tasks that do not. Based on our findings, we propose some design guidelines for free-hand gesture-based interfaces.
Employing Emotion Regulation Strategies in Tracking Personal Fitness ProgressWei, Lewen; Kang, Jin
doi: 10.1080/10447318.2018.1511024pmid: N/A
This study examined the effect of adding an emotion regulation feature into fitness trackers. Applying the theoretical framework of emotion regulation, we argue that such feature can mitigate tracker users’ downward emotions due to failure to meet their fitness goals, and as such, the users would be continuously motivated to meet their fitness goals. To answer our hypotheses and research questions, we conducted a 2 (emotional intensity: low vs. high) × 3 (emotion regulation strategy: no regulation vs. cognitive change vs. attention deployment) online between-subjects experiment (N = 228). Our results indicate that emotion regulation function successfully regulated users’ downward emotions, which enhanced their state psychological well-being, perceived self-efficacy for exercise, and then facilitated more favorable fitness outcomes. We discuss design implications based on our results.
Segmented Animation, User-Control Strategy and CognitionMohamad Ali, Ahmad Zamzuri; Hassan, Anuar
doi: 10.1080/10447318.2018.1511180pmid: N/A
The aim of this study was to investigate the effects of various user-control strategies of segmented animation in learning abstract contents or processes that are not naturally visual on the cognition of students. In particular, the study examined the effects of five different user-control strategies: linear user-control, random user-control, free user-control, program-control, and continuous user-control. The research design was quasi-experimental and the data obtained were statistically analysed using ANCOVA and ANOVA. The instruments involved were pre-test, post-test, and NASA-TLX cognitive load test. The sample size consisted of 265 semester-two students enrolled in the Diploma in Networking System. The results indicated significant differences in the post-test and cognitive load test outcomes. In conclusion, this study suggests that the use of user-control, either linear user-control or random user-control, were sufficient strategies for learning abstract contents in segmented animation form.