Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3544548.3581116acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Automation Confusion: A Grounded Theory of Non-Gamers’ Confusion in Partially Automated Action Games

Published: 19 April 2023 Publication History

Abstract

Partial automation makes digital games simpler by performing game actions for players. It may simplify gameplay for non-gamers who have difficulty controlling and understanding games. However, the automation may make players confused about what they control and what the automation controls. To describe and explain non-gamers’ experiences of automation confusion, we analyzed gameplay, think-aloud, and interview data from ten non-gamer participants who played two partially automated games. Our results demonstrate how incorrect mental models, behaviours resulting from those models, and players’ attitudes towards the games led to different levels and types of confusion.

Supplementary Material

Supplemental Materials (3544548.3581116-supplemental-materials.zip)
MP4 File (3544548.3581116-talk-video.mp4)
Pre-recorded Video Presentation
MP4 File (3544548.3581116-video-figure.mp4)
Video Figure

References

[1]
Lisanne Bainbridge. 1983. Ironies of automation. Automatica 19, 6 (1983), 775–779. https://doi.org/10.1016/0005-1098(83)90046-8
[2]
Scott Bateman, Regan L. Mandryk, Tadeusz Stach, and Carl Gutwin. 2011. Target assistance for subtly balancing competitive play. In Proceedings of the 2011 annual conference on Human factors in computing systems - CHI ’11. ACM Press, Vancouver, BC, Canada, 2355. https://doi.org/10.1145/1978942.1979287
[3]
Denis Besnard and Lucile Cacitti. 2005. Interface changes causing accidents. An empirical study of negative transfer. International Journal of Human-Computer Studies 62, 1 (Jan. 2005), 105–125. https://doi.org/10.1016/j.ijhcs.2004.08.002
[4]
Denis Besnard, David Greathead, and Gordon Baxter. 2004. When mental models go wrong: co-occurrences in dynamic, critical systems. International Journal of Human-Computer Studies 60, 1 (Jan. 2004), 117–128. https://doi.org/10.1016/j.ijhcs.2003.09.001
[5]
Christophe Bortolaso, Jérémy Bourdiol, and T. C. Nicholas Graham. 2019. Enhancing Communication and Awareness in Asymmetric Games. In Entertainment Computing and Serious Games(Lecture Notes in Computer Science), Erik van der Spek, Stefan Göbel, Ellen Yi-Luen Do, Esteban Clua, and Jannicke Baalsrud Hauge (Eds.). Springer International Publishing, Cham, 250–262. https://doi.org/10.1007/978-3-030-34644-7_20
[6]
Julie A. Brown. 2017. Digital Gaming Perceptions Among Older Adult Non-gamers. In Human Aspects of IT for the Aged Population. Applications, Services and Contexts(Lecture Notes in Computer Science), Jia Zhou and Gavriel Salvendy (Eds.). Springer International Publishing, Cham, 217–227. https://doi.org/10.1007/978-3-319-58536-9_18
[7]
Antony Bryant (Ed.). 2012. The SAGE handbook of grounded theory(paperback ed., reprint ed.). SAGE, Los Angeles.
[8]
David Matthew Burton, Amanda Kate Delaney, Stuart Vaughan Newstead, David Logan, and Brian Noel Fildes. 2004. Effectiveness of ABS and Vehicle Stability Control Systems. Royal Automobile Club of Victoria Ltd. https://research.monash.edu/en/publications/effectiveness-of-abs-and-vehicle-stability-control-systems
[9]
John M. Carroll and Caroline Carrithers. 1984. Training wheels in a user interface. Commun. ACM 27, 8 (Aug. 1984), 800–806. https://doi.org/10.1145/358198.358218
[10]
Jared E. Cechanowicz, Carl Gutwin, Scott Bateman, Regan Mandryk, and Ian Stavness. 2014. Improving player balancing in racing games. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play(CHI PLAY ’14). Association for Computing Machinery, New York, NY, USA, 47–56. https://doi.org/10.1145/2658537.2658701
[11]
Kathy Charmaz. 2014. Constructing grounded theory(2nd edition ed.). Sage, London ; Thousand Oaks, Calif. OCLC: ocn878133162.
[12]
Gabriele Cimolino, Sussan Askari, and T.C. Nicholas Graham. 2021. The Role of Partial Automation in Increasing the Accessibility of Digital Games. Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (Oct. 2021), 266:1–266:30. https://doi.org/10.1145/3474693
[13]
Gabriele Cimolino and T.C. Nicholas Graham. 2022. Two Heads Are Better Than One: A Dimension Space for Unifying Human and Artificial Intelligence in Shared Control. In CHI Conference on Human Factors in Computing Systems(CHI ’22). Association for Computing Machinery, New York, NY, USA, 1–21. https://doi.org/10.1145/3491102.3517610
[14]
Tom Cole and Marco Gillies. 2022. More than a bit of coding: (un-)Grounded (non-)Theory in HCI. In CHI Conference on Human Factors in Computing Systems Extended Abstracts(CHI EA ’22). Association for Computing Machinery, New York, NY, USA, 1–11. https://doi.org/10.1145/3491101.3516392
[15]
Allan Collins and Dedre Gentner. 1987. How people construct mental models. In Cultural Models in Language and Thought, Dorothy Holland and Naomi Quinn (Eds.). Cambridge University Press, Cambridge, 243–266. https://doi.org/10.1017/CBO9780511607660.011
[16]
R. I. Cook, S. S. Potter, D. D. Woods, and J. S. McDonald. 1991. Evaluating the human engineering of microprocessor-controlled operating room devices. Journal of Clinical Monitoring 7, 3 (July 1991), 217–226. https://doi.org/10.1007/BF01619263
[17]
Richard I. Cook, David D. Woods, Elizabeth Mccolligan, and Michael B. Howie. 1991. Cognitive consequences of clumsy automation on high workload, high consequence human performance. https://ntrs.nasa.gov/citations/19910011398 NTRS Author Affiliations: Ohio State Univ. NTRS Document ID: 19910011398 NTRS Research Center: Legacy CDMS (CDMS).
[18]
Core-A Gaming. 2019. Analysis: Why Button Mashing Doesn’t Work. https://www.youtube.com/watch?v=_R0hbe8HZj0
[19]
Matthew Dalgleish. 2018. “There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity.G|A|M|E Games as Art, Media, Entertainment 1, 7(2018). https://www.gamejournal.it/?p=3449 Publisher: Ludica Section: Journal.
[20]
Vicente Diaz Gandasegui. 2010. The non-gamer. (June 2010). https://e-archivo.uc3m.es/handle/10016/11280 Accepted: 2011-05-26T15:34:42Z.
[21]
Nintendo EAD. 2006. Wii Sports. Game [Wii]. Nintendo EAD, Kyoto, Japan.
[22]
Nintendo EAD. 2017. Mario Kart 8 Deluxe. Game [Nintendo Switch]. Nintendo, Kyoto, Japan.
[23]
Danielle A. Einstein and Ross G. Menzies. 2004. Role of magical thinking in obsessive–compulsive symptoms in an undergraduate sample. Depression and Anxiety 19, 3 (2004), 174–179. https://doi.org/10.1002/da.20005 _eprint: https://onlinelibrary.wiley.com/doi/pdf/10.1002/da.20005.
[24]
Barrie Ellis. 2021. One-Switch 100 (draft - early version 2 ed.).
[25]
Mica R. Endsley. 1995. Toward a Theory of Situation Awareness in Dynamic Systems. Human Factors: The Journal of the Human Factors and Ergonomics Society 37, 1 (March 1995), 32–64. https://doi.org/10.1518/001872095779049543
[26]
F. Flemisch, D. Abbink, M. Itoh, M-P. Pacaux-Lemoine, and G. Weßel. 2016. Shared control is the sharp end of cooperation: Towards a common framework of joint action, shared control and human machine cooperation. IFAC-PapersOnLine 49, 19 (Jan. 2016), 72–77. https://doi.org/10.1016/j.ifacol.2016.10.464
[27]
José Pedro Pinto Garcia. 2021. Games for non-gamers: Approaching video games from a non-gamer perspective. (July 2021). https://repositorio-aberto.up.pt/handle/10216/135685 Accepted: 2021-12-20T00:19:11Z.
[28]
Kathrin Gerling and Maic Masuch. 2011. When gaming is not suitable for everyone: playtesting wii games with frail elderly. In 1st Workshop on Game Accessibility.
[29]
Kathrin Maria Gerling, Matthew Miller, Regan L. Mandryk, Max Valentin Birk, and Jan David Smeddinck. 2014. Effects of Balancing for Physical Abilities on Player Performance, Experience and Self-esteem in Exergames. In Proceedings of the 32Nd Annual ACM Conference on Human Factors in Computing Systems(CHI ’14). ACM, New York, NY, USA, 2201–2210. https://doi.org/10.1145/2556288.2556963 event-place: Toronto, Ontario, Canada.
[30]
Kathrin Maria Gerling, Frank Paul Schulte, Jan Smeddinck, and Maic Masuch. 2012. Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games. In Entertainment Computing - ICEC 2012(Lecture Notes in Computer Science), Marc Herrlich, Rainer Malaka, and Maic Masuch (Eds.). Springer, Berlin, Heidelberg, 235–242. https://doi.org/10.1007/978-3-642-33542-6_20
[31]
Barney G. Glaser and Anselm L. Strauss. 2010. The discovery of grounded theory: strategies for qualitative research (5. paperback printed.). Aldine Transaction, New Brunswick.
[32]
Carl Gutwin and Saul Greenberg. 2004. The importance of awareness for team cognition in distributed collaboration. In Team cognition: Understanding the factors that drive process and performance. American Psychological Association, Washington, DC, US, 177–201. https://doi.org/10.1037/10690-009
[33]
Carl Gutwin, Saul Greenberg, and Mark Roseman. 1996. Workspace Awareness in Real-Time Distributed Groupware: Framework, Widgets, and Evaluation. In Proceedings of HCI on People and Computers XI(HCI ’96). Springer-Verlag, Berlin, Heidelberg, 281–298.
[34]
Robert L. Harrison, Jenna Drenten, and Nicholas Pendarvis. 2016. Gamer Girls: Navigating a Subculture of Gender Inequality. In Consumer Culture Theory. Research in Consumer Behavior, Vol. 18. Emerald Group Publishing Limited, 47–64. https://doi.org/10.1108/S0885-211120160000018004
[35]
Bastian Ilsø Hougaard, Ingeborg Goll Rossau, Jedrzej Jacek Czapla, Mózes Adorján Mikó, Rasmus Bugge Skammelsen, Hendrik Knoche, and Mads Jochumsen. 2021. Who Willed It? Decreasing Frustration by Manipulating Perceived Control through Fabricated Input for Stroke Rehabilitation BCI Games. Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (Oct. 2021), 235:1–235:19. https://doi.org/10.1145/3474662
[36]
Robin Hunicke. 2005. The case for dynamic difficulty adjustment in games. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology(ACE ’05). Association for Computing Machinery, New York, NY, USA, 429–433. https://doi.org/10.1145/1178477.1178573
[37]
Susan Hwang, Adrian L. Jessup Schneider, Daniel Clarke, Alexander Macintosh, Lauren Switzer, Darcy Fehlings, and T.C. Nicholas Graham. 2017. How Game Balancing Affects Play: Player Adaptation in an Exergame for Children with Cerebral Palsy. In Proceedings of the 2017 Conference on Designing Interactive Systems - DIS ’17. ACM Press, Edinburgh, United Kingdom, 699–710. https://doi.org/10.1145/3064663.3064664
[38]
Renate Häuslschmid, Max von Bülow, Bastian Pfleging, and Andreas Butz. 2017. SupportingTrust in Autonomous Driving. In Proceedings of the 22nd International Conference on Intelligent User Interfaces(IUI ’17). Association for Computing Machinery, New York, NY, USA, 319–329. https://doi.org/10.1145/3025171.3025198
[39]
Fron Janine, Fullerton Tracy, Morie Jacquelyn Ford, and Pearce Celia. 2007. The Hegemony of Play. (2007). http://www.digra.org/wp-content/uploads/digital-library/07312.31224.pdf Publisher: The University of Tokyo.
[40]
Christian P. Janssen, Stella F. Donker, Duncan P. Brumby, and Andrew L. Kun. 2019. History and future of human-automation interaction. International Journal of Human-Computer Studies 131 (Nov. 2019), 99–107. https://doi.org/10.1016/j.ijhcs.2019.05.006
[41]
Philip Johnson-Laird. 2008. How We Reason. Oxford University Press. https://doi.org/10.1093/acprof:oso/9780199551330.001.0001
[42]
Gavin Kane, Georg Eggers, Robert Boesecke, Jörg Raczkowsky, Heinz Wörn, Rüdiger Marmulla, and Joachim Mühling. 2009. System Design of a Hand-Held Mobile Robot for Craniotomy. In Medical Image Computing and Computer-Assisted Intervention – MICCAI 2009(Lecture Notes in Computer Science), Guang-Zhong Yang, David Hawkes, Daniel Rueckert, Alison Noble, and Chris Taylor (Eds.). Springer, Berlin, Heidelberg, 402–409. https://doi.org/10.1007/978-3-642-04268-3_50
[43]
Caitlin Kelleher and Randy Pausch. 2005. Stencils-based tutorials: design and evaluation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’05). Association for Computing Machinery, New York, NY, USA, 541–550. https://doi.org/10.1145/1054972.1055047
[44]
Ben Kirman, Conor Linehan, and Tom Feltwell. 2022. Inscrutable Games: How Players Respond to Illegible or Opaque Game Design. In 25th International Academic Mindtrek conference(Academic Mindtrek 2022). Association for Computing Machinery, New York, NY, USA, 31–40. https://doi.org/10.1145/3569219.3569392
[45]
Joshua Klayman and Young-won Ha. 1989. Hypothesis testing in rule discovery: Strategy, structure, and content. Journal of Experimental Psychology: Learning, Memory, and Cognition 15 (1989), 596–604. https://doi.org/10.1037/0278-7393.15.4.596 Place: US Publisher: American Psychological Association.
[46]
Konami. 1981. Frogger. Game [Arcade]. Konami, Tokyo, Japan.
[47]
Jeamin Koo, Jungsuk Kwac, Wendy Ju, Martin Steinert, Larry Leifer, and Clifford Nass. 2015. Why did my car just do that? Explaining semi-autonomous driving actions to improve driver understanding, trust, and performance. International Journal on Interactive Design and Manufacturing (IJIDeM) 9, 4 (Nov. 2015), 269–275. https://doi.org/10.1007/s12008-014-0227-2
[48]
Phil Koopman. 2014. A Case Study of Toyota Unintended Acceleration and Software Safety. https://betterembsw.blogspot.com/2014/09/a-case-study-of-toyota-unintended.html
[49]
Raph Koster. 2005. A theory of fun for game design. Paraglyph Press, Scottsdale, AZ. OCLC: ocm57406861.
[50]
Raph Koster. 2014. Practical Creativity. https://www.gdcvault.com/play/1021472/Practical
[51]
Todd Kulesza, Simone Stumpf, Margaret Burnett, and Irwin Kwan. 2012. Tell me more? the effects of mental model soundness on personalizing an intelligent agent. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’12). Association for Computing Machinery, Austin, Texas, USA, 1–10. https://doi.org/10.1145/2207676.2207678
[52]
Ellen J. Langer. 1975. The illusion of control. Journal of Personality and Social Psychology 32, 2(1975), 311–328. https://doi.org/10.1037/0022-3514.32.2.311 Place: US Publisher: American Psychological Association.
[53]
John D. Lee and Katrina A. See. 2004. Trust in Automation: Designing for Appropriate Reliance. Human Factors 46, 1 (March 2004), 50–80. https://doi.org/10.1518/hfes.46.1.50_30392
[54]
N.G. Leveson and C.S. Turner. 1993. An investigation of the Therac-25 accidents. Computer 26, 7 (July 1993), 18–41. https://doi.org/10.1109/MC.1993.274940 Conference Name: Computer.
[55]
Lucas Medeiros and Flavio Coutinho. 2015. Developing an Accessible One-Switch Game for Motor Impaired Players. In Proceedings of SBGames 2015. Teresina, PI, Brazil, 236–239.
[56]
Patrick Millot and Marie-Pierre Pacaux-Lemoine. 2013. A Common Work Space for a mutual enrichment of Human-machine Cooperation and Team-Situation Awareness. IFAC Proceedings Volumes 46, 15 (Jan. 2013), 387–394. https://doi.org/10.3182/20130811-5-US-2037.00061
[57]
Mossmouth. 2008. Spelunky. Game [PC]. Mossmouth.
[58]
Jakob Nielsen. 2000. End of Web Design. https://www.nngroup.com/articles/end-of-web-design/
[59]
Donald A. Norman. 2013. The design of everyday things(revised and expanded edition ed.). Basic Books, New York, New York.
[60]
Donald A. Norman. 2014. Some Observations on Mental Models. Psychology Press. https://doi.org/10.4324/9781315802725-5 Pages: 15-22 Publication Title: Mental Models.
[61]
Susan D. Norman and Harry W. Orlady. 1989. Flight deck automation: Promises and realities. https://ntrs.nasa.gov/citations/19900004068 NTRS Author Affiliations: NASA Ames Research Center, Orlady Associates, Inc., Los Gatos NTRS Meeting Information: Proceedings of a NASA/FAA/Industry Workshop; 1988-08-01 to 1988-08-04; undefined NTRS Report/Patent Number: A-89196 NTRS Document ID: 19900004068 NTRS Research Center: Legacy CDMS (CDMS).
[62]
Nicolas Nova, Katherine Miyake, Walton Chiu, and Nancy Kwon. 2012. Curious Rituals: Gestural Interactionin the Digital Everyday. https://curiousrituals.wordpress.com/category/update/
[63]
Entertainment Software Association of Canada. 2020. Real Canadian Gamer Essential Facts 2020. Technical Report.
[64]
Benjamin Paaßen, Thekla Morgenroth, and Michelle Stratemeyer. 2017. What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture. Sex Roles 76, 7 (April 2017), 421–435. https://doi.org/10.1007/s11199-016-0678-y
[65]
M. P. Pacaux-Lemoine and S. Debernard. 2000. A Common Work Space to Support the Air Traffic Control. IFAC Proceedings Volumes 33, 12 (June 2000), 75–78. https://doi.org/10.1016/S1474-6670(17)37280-4
[66]
Chris Palmer. 2020. The Boeing 737 Max Saga: Automating Failure. Engineering 6, 1 (Feb. 2020), 2–3. https://doi.org/10.1016/j.eng.2019.11.002
[67]
Raja Parasuraman and Victor Riley. 1997. Humans and Automation: Use, Misuse, Disuse, Abuse. Human Factors: The Journal of the Human Factors and Ergonomics Society 39, 2 (June 1997), 230–253. https://doi.org/10.1518/001872097778543886
[68]
R. Parasuraman, T.B. Sheridan, and C.D. Wickens. 2000. A model for types and levels of human interaction with automation. IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 30, 3 (May 2000), 286–297. https://doi.org/10.1109/3468.844354 Conference Name: IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.
[69]
Caroline Pelletier and Martin Oliver. 2006. Learning to play in digital games. Learning, Media and Technology 31, 4 (Dec. 2006), 329–342. https://doi.org/10.1080/17439880601021942 Publisher: Routledge _eprint: https://doi.org/10.1080/17439880601021942.
[70]
Charles Perrow. 2011. Normal Accidents. Princeton University Press.
[71]
PlatinumGames. 2014. Bayonetta. Game [Wii U]. PlatinumGames, Osaka, Japan.
[72]
PlatinumGames. 2014. Bayonetta 2. Game [Wii U]. PlatinumGames, Osaka, Japan.
[73]
John R. Porter and Julie A. Kientz. 2013. An empirical study of issues and barriers to mainstream video game accessibility. In Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility(ASSETS ’13). Association for Computing Machinery, New York, NY, USA, 1–8. https://doi.org/10.1145/2513383.2513444
[74]
Press Button Win. 2018. Think, Don’t Mash! Part 1: Winning in Street Fighter With Five-ish Moves. https://www.youtube.com/watch?v=hhe6M9ngypU
[75]
Razbuten. 2019. What Games Are Like For Someone Who Doesn’t Play Games. https://www.youtube.com/watch?v=ax7f3JZJHSw
[76]
Tony Salvador, Jean Scholtz, and James Larson. 1996. The Denver model for groupware design. ACM SIGCHI Bulletin 28, 1 (Jan. 1996), 52–58. https://doi.org/10.1145/249170.249185
[77]
Nadine B. Sarter and David D. Woods. 1994. Pilot Interaction With Cockpit Automation II: An Experimental Study of Pilots’ Model and Awareness of the Flight Management System. The International Journal of Aviation Psychology 4, 1 (Jan. 1994), 1–28. https://doi.org/10.1207/s15327108ijap0401_1 Publisher: Taylor & Francis _eprint: https://doi.org/10.1207/s15327108ijap0401_1.
[78]
Nadine B. Sarter and David D. Woods. 1995. How in the World Did We Ever Get into That Mode? Mode Error and Awareness in Supervisory Control. Human Factors 37, 1 (March 1995), 5–19. https://doi.org/10.1518/001872095779049516 Publisher: SAGE Publications Inc.
[79]
Nadine B. Sarter and David D. Woods. 1997. Team Play with a Powerful and Independent Agent: Operational Experiences and Automation Surprises on the Airbus A-320. Human Factors 39, 4 (Dec. 1997), 553–569. https://doi.org/10.1518/001872097778667997 Publisher: SAGE Publications Inc.
[80]
Nadine B. Sarter, David D. Woods, and Charles E. Billings. 1997. Automation surprises. Handbook of human factors and ergonomics 2 (1997), 1926–1943.
[81]
Andrew Sears and Julie A Jacko. 2009. Human-computer interaction.CRC Press, Boca Raton, FL. https://www.taylorfrancis.com/books/9780429143632 OCLC: 1330994974.
[82]
Zachary Spielman and Katya Le Blanc. 2021. Boeing 737 MAX: Expectation of Human Capability in Highly Automated Systems. In Advances in Human Factors in Robots, Drones and Unmanned Systems(Advances in Intelligent Systems and Computing), Matteo Zallio (Ed.). Springer International Publishing, Cham, 64–70. https://doi.org/10.1007/978-3-030-51758-8_9
[83]
Tadeusz Stach, Carl Gutwin, David Pinelle, and Pourang Irani. 2007. Improving Recognition and Characterization in Groupware with Rich Embodiments. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’07). ACM, New York, NY, USA, 11–20. https://doi.org/10.1145/1240624.1240627 event-place: San Jose, California, USA.
[84]
Barry Strauch. 2018. Ironies of Automation: Still Unresolved After All These Years. IEEE Transactions on Human-Machine Systems 48, 5 (Oct. 2018), 419–433. https://doi.org/10.1109/THMS.2017.2732506
[85]
Warhorse Studios. 2018. Kingdom Come: Deliverance. Game [PC]. Warhorse Studios, Prague, Czech Republic.
[86]
E. V. Subbotskiĭ. 2010. Magic and the mind: mechanisms, functions, and development of magical thinking and behavior. Oxford University Press, New York. OCLC: ocn428731403.
[87]
Intelligent Systems. 2019. Fire Emblem: Three Houses. Game [Switch]. Intelligent Systems, Kyoto, Japan.
[88]
Katie Salen Tekinbaş and Eric Zimmerman. 2003. Rules of play: game design fundamentals. MIT Press, Cambridge, Mass.
[89]
Zachary O. Toups, Jessica Hammer, William A. Hamilton, Ahmad Jarrah, William Graves, and Oliver Garretson. 2014. A framework for cooperative communication game mechanics from grounded theory. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play(CHI PLAY ’14). Association for Computing Machinery, New York, NY, USA, 257–266. https://doi.org/10.1145/2658537.2658681
[90]
United States. President’s Commission on the Accident at Three Mile Island. 1979. Report of the President’s Commission on the Accident at Three Mile Island : the need for change : the legacy of TMI. Washington : President’s Commission on the Accident at Three Mile Island, 1979.https://search.library.wisc.edu/catalog/999511007802121
[91]
Jennifer Villareale, Casper Harteveld, and Jichen Zhu. 2022. "I Want To See How Smart This AI Really Is": Player Mental Model Development of an Adversarial AI Player. Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (Oct. 2022), 219:1–219:26. https://doi.org/10.1145/3549482
[92]
Nicholas Watson. 2017. Procedural Elaboration: How Players Decode Minecraft. Loading... 10, 16 (Feb. 2017). https://journals.sfu.ca/loading/index.php/loading/article/view/181 Number: 16.
[93]
Earl L Wiener, United States, National Aeronautics and Space Administration, United States, National Technical Information Service, and Ames Research Center. 1989. Human factors of advanced technology ("Glass cockpit") transport aircraft. NASA Ames research Center ; For sale by the National Technical Information Service, Washington, DC; Springfield, VA. OCLC: 224707113.
[94]
Ea Christina Willumsen. 2018. Is My Avatar MY Avatar? Character Autonomy and Automated Avatar Actions in Digital Games. In DiGRA Conference.
[95]
Philipp Wintersberger, Anna-Katharina Frison, Andreas Riener, and Tamara von Sawitzky. 2019. Fostering User Acceptance and Trust in Fully Automated Vehicles: Evaluating the Potential of Augmented Reality. Presence 27, 1 (March 2019), 46–62. https://doi.org/10.1162/pres_a_00320 Conference Name: Presence.
[96]
John Woods and Douglas Walton. 2019. Chapter 9. Post Hoc, Ergo Propter Hoc. In Chapter 9. Post Hoc, Ergo Propter Hoc. De Gruyter Mouton, 121–142. https://doi.org/10.1515/9783110816082-011
[97]
Jason Wuertz, Sultan A. Alharthi, William A. Hamilton, Scott Bateman, Carl Gutwin, Anthony Tang, Zachary Toups, and Jessica Hammer. 2018. A Design Framework for Awareness Cues in Distributed Multiplayer Games. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems(CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3173574.3173817
[98]
Bei Yuan, Eelke Folmer, and Frederick C. Harris. 2010. Game accessibility: a survey. Universal Access in the Information Society 10, 1 (June 2010), 81–100. https://doi.org/10.1007/s10209-010-0189-5

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
April 2023
14911 pages
ISBN:9781450394215
DOI:10.1145/3544548
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 April 2023

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. automation
  2. digital games
  3. one-switch
  4. shared control

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

CHI '23
Sponsor:

Acceptance Rates

Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 399
    Total Downloads
  • Downloads (Last 12 months)194
  • Downloads (Last 6 weeks)23
Reflects downloads up to 28 Dec 2024

Other Metrics

Citations

Cited By

View all

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Full Text

View this article in Full Text.

Full Text

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media