Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2016
DOI: 10.1145/2851581.2856476
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Game-based HCI Methods

Abstract: 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 beco… Show more

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Cited by 5 publications
(3 citation statements)
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References 14 publications
(7 reference statements)
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“…While there is a large body of research on the user experience of digital games, research endeavors that specifically paid attention to the user experience of boardgames is more sparse. Besides research on how (board)games could be used in research and design [24][25][26], mainly new technological advances have been explored, e.g., new devices and tools to augment physical boardgames [18,27]. Other research has also looked into the requirements and design aspects of augmented tabletop games [28] as well as into the different strategies of adaptation of digital and non-digital instantiation of commercial boardgames [29].…”
Section: Dimensions Of Materiality In Boardgamingmentioning
confidence: 99%
“…While there is a large body of research on the user experience of digital games, research endeavors that specifically paid attention to the user experience of boardgames is more sparse. Besides research on how (board)games could be used in research and design [24][25][26], mainly new technological advances have been explored, e.g., new devices and tools to augment physical boardgames [18,27]. Other research has also looked into the requirements and design aspects of augmented tabletop games [28] as well as into the different strategies of adaptation of digital and non-digital instantiation of commercial boardgames [29].…”
Section: Dimensions Of Materiality In Boardgamingmentioning
confidence: 99%
“…We have seen a surge in the use of games to collect data for research questions outside games research itself, variously called gamifying research (Deterding et al, 2015) or game-based methods (Slegers et al, 2016). For instance, economists have long had to wrestle with the fact that they couldn’t run true macro-economic experiments – neither would governments let them, nor could they really set up and compare two identical real-life economies.…”
mentioning
confidence: 99%
“…Finding close correlations between people’s in-game performance and out-of-game traits like fluid intelligence (Kokkinakis, Cowling, Drachen, & Wade, 2017), they suggest that games can be used as alternative psychometric instruments. Qualitative researchers in human-computer interaction (HCI) and other fields are increasingly using board and card games to structure user and design research processes (Hannula & Harviainen, 2016; Slegers et al, 2016). So-called citizen science games are enlisting thousands of volunteer players to crowd-source scientific data collection and processing tasks like recording pollution levels, classifying images of galaxies, or identifying protein foldings (Cooper, 2015).…”
mentioning
confidence: 99%