This paper investigates the effects of a shared gaze approach on social presence in an online cooperative game. We explored how a shared gaze visualization changes how players work together and form collaborative strategies based on different combinations of gaze interaction and verbal communication. Our study findings highlight the positive influence of a shared gaze visualization on team cohesion and involvement towards increased perceived social presence among cooperating team members. With our findings we want to inform game designers with insights on the inclusion of gaze-based interaction in remote gaming settings and whether this can strengthen the social bond between players. Our approach aims at fostering social couplings in remote collaborative gaming and investigates their potential to increase the connectedness between players.
Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. In this work, we analyze the inherent material qualities and related experiences of boardgames, and speculate how these might shift in remote manifestations. Based on that, we depict three lenses of designing for remote tangible play: physicality, agency, and time. These lenses present leverage points for future designs and illustrate how the digital and the physical can complement each other following alternative notions of hybrid digital–physical play. Based on that, we illustrate the related design space and discuss how boardgame qualities can be translated to the remote space, as well as how their characteristics might change. Thereby, we shed light on related design challenges and reflect on how designing for shared physicality can enrich dislocated play by applying these lenses.
Many automotive tasks can potentially be seen as a collaborative activity between driver and front seat passenger. Nevertheless, the position of both passengers sitting in the front seat hinders a natural face to face communication. An assisting co-driver can thus lead to more distraction and misunderstanding because pointing out things becomes diffficult. We want to add a natural way of communication and present a prototype that captures the co-driver's gaze and visualizes it for the driver. With this setup we try to create a possibility for passengers to collaborate and share information e.g., during navigational tasks or to provide hints about upcoming hazards. We developed a prototype in a car simulator to explore the concept in a first explorative study setup. In this paper we describe our concept of using shared gaze in the car, the technical setup of the prototype as well as possible application scenarios and future studies.
The idea of using game elements outside of the domains of game and play is not new. Similar to the approach of participatory design games, more and more HCI researchers are adopting game design elements in their research methods, e.g. to create a safe and comfortable setting for their participants, to improve group dynamics during research, or to stimulate future thinking. This workshop aims to further experiment with using game design elements to improve HCI research, and to explore how such elements can become part of the different phases of design.
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