GameSys '22: Proceedings of the 2nd Workshop on Games Systems

GameSys '22: Proceedings of the 2nd Workshop on Games Systems

GameSys '22: Proceedings of the 2nd Workshop on Games Systems

Full Citation in the ACM Digital Library

See through them: a framework for inferring the cognitive states of puzzle game players via eye gaze

  • Hao He
  • Yingying She
  • Yu Jiang
  • Wei Cai

In this paper, we investigate the potential of eye gaze modality in understanding the continuous cognitive states of the players when they are involved in an episode-based puzzle game and how this phenomenon can contribute insights to the game designers to achieve a better QoE of the game. We selected a puzzle game called "Machinarium" as the experimental interface to experiment. We collected the gaze data of the players and inferred their cognitive states in each intersection of decision-making from a game level. The inferred cognitive states were compared to the ground-truth experiences from the players via questionnaire and the official visual guidance extracted from the walkthrough of the game level. The results showed that the implemented framework could infer the cognitive states of the players in a guaranteed accuracy. Besides, the similarities and differences between the players' actual performance and the game level's visual guidance could be the feedback to impact the further optimization of the game design.

User experience study of "Cipher: Faoi Gheasa", a digital educational game for language learning and student engagement

  • Liang Xu
  • Elaine Uí Dhonnchadha
  • Monica Ward

Digital game-based language learning (DGBLL) has become an increasingly popular topic in the field of digital educational games. DGBLL can provide learners with an enjoyable gaming experience as well as enhancing their language learning experience. The need for engaging approaches to the teaching and learning of minority or endangered languages has also led to greater interest in the application of DGBLL approaches. In this paper, we introduce a digital educational game (DEG) designed to promote language learning and student engagement in the context of an endangered language. In order to evaluate the user experience, we employ a four-dimensional evaluation framework which evaluates user satisfaction in terms of gaming experience, learning experience, adaptivity and usability. Survey responses were analysed and the findings indicate that participants were satisfied with the game and their feedback will be used to improve the game in the future.

Towards an AI-driven talking avatar in virtual reality for investigative interviews of children

  • Syed Zohaib Hassan
  • Pegah Salehi
  • Ragnhild Klingenberg Røed
  • Pål Halvorsen
  • Gunn Astrid Baugerud
  • Miriam Sinkerud Johnson
  • Pierre Lison
  • Michael Riegler
  • Michael E. Lamb
  • Carsten Griwodz
  • Saeed Shafiee Sabet

Artificial intelligence (AI) and gaming systems have advanced to the stage where the current models and technologies can be used to address real-world problems. The development of such systems comes with different challenges, e.g., most of them related to system performance, complexity and user testing. Using a virtual reality (VR) environment, we have designed and developed a game-like system aiming to mimic an abused child that can help to assist police and child protection service (CPS) personnel in interview training of maltreated children. Current research in this area points to the poor quality of conducted interviews, and emphasises the need for better training methods. Information obtained in these interviews is the core piece of evidence in the prosecution process. We utilised advanced dialogue models, talking visual avatars, and VR to build a virtual child avatar that can interact with users. We discuss our proposed architecture and the performance of the developed child avatar prototype, and we present the results from the user study conducted with CPS personnel. The user study investigates the users' perceived quality of experience (QoE) and their learning effects. Our study confirms that such a gaming system can increase the knowledge and skills of the users. We also benchmark and discuss the system performance aspects of the child avatar. Our results show that the proposed prototype works well in practice and is well received by the interview experts.

The impact of network and social context on quality of experience for competitive multiplayer virtual reality games

  • Ivan Slivar
  • Sara Vlahovic
  • Matko Silic
  • Lea Skorin-Kapov
  • Mirko Suznjevic

With market trends showing an increased move towards multi-player gaming scenarios, key research challenges include evaluating the impact of various factors on player Quality of Experience (QoE). Further moves towards increased use of immersive media technologies are opening up new challenges related to the QoE assessment of multiplayer VR games, enabling rich social experiences and immersion levels that go beyond traditional gaming. In this paper we report on a subjective user study involving 32 participants grouped into pairs and taking part in two competitive VR games. We investigate the impact of various networks (4G, 5G, and Ethernet) and latency levels on overall QoE. We further analyze the impact of social context on the reported results of the conducted QoE study, investigating to what extent playing with friends/strangers impacts player experience. Findings provide novel insights with respect to methodological challenges and participant recruitment related to conducting QoE studies for competitive multiplayer VR games.

Synchronization in games sound: an audiovisual study on player experience and performance

  • Yu Chen
  • Tian Min
  • Juntao Zhao
  • Wei Cai

The asynchronous perception is one of the critical factors in the game experience. It includes temporal asynchrony in the game elements and interaction. The aesthetic coherence is also a part of the synchronous perception. There are emerging studies on asynchronous perception as the rising of the next generation gaming platform. We conducted two studies in this paper. First, we investigated the sensitivity of human perception to the asynchronous audiovisual and analyzed how the audiovisual content affects the perception. Then, we further explored the in-game asynchronous perception, focusing on the asynchronous sound effect and background music. The result indicates that the ability to distinguish the asynchronous audiovisual is a normal distribution among the people, and the in-game asynchronous sound will reduce the overall performance and experience, especially in the tempi of the background music.