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Measuring distributed affect in collaborative games

Published: 11 February 2012 Publication History

Abstract

The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, and creativity, yet surprisingly little attention has been paid to the role of emotion within a collaborative multi-player gaming environment. We propose the design and development of an automatic game master that responds to the emotional states of players based on their in-game dialogue and actions. This research offers insights into affective interfaces that can improve the collaborative engagement of students and has implications for other collaborative learning environments.

References

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Aragon, C. and Williams, A. Collaborative Creativity: A Complex Systems Model with Distributed Affect. In Proc. CHI 2011, ACM Press (2011).
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Bogost. I. Persuasive Games: The expressive power of video games. MIT Press, Cambridge, MA, USA, 2007.
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Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990.
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Djaouti, D., Alvarez J., and Jessel, J. P. Can Gaming 2.0 help design Serious Games?: a comparative study, in Proc. of the 5th ACM SIGGRAPH Symposium on Video Games (2010), 11--18.
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Fabri, M., Moore, D. J., Hobbs, D. J. Mediating the Expression of Emotion in Educational Collaborative Virtual Environments: An Experimental Study, in International Journal of Virtual Reality, Springer Verlag, London (2004).
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Lazzaro, N. Why we play: Affect and the fun of Games. Designing Emotions for Games, Entertainment Interfaces and Interactive Products. The Human-Computer Interaction Handbook. Fundamentals, Evolving Technologies and Emerging Applications. New York: Lawrence Erlbaum Associates (2008).
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Lenhart, A., Kahne, J., Middaugh, A., Evans, C., Vitak, J. Teens, Videogames and Civics. Washington, DC: Pew Research Center (2008). www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx
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Margolis, J. and Fisher, A. Unlocking the clubhouse: Women in computing. MIT Press, Cambridge, MA, USA, 2003.
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Mayo, M. Games for science and engineering education. In Communications of the ACM, 50(7), (2007) 31--35.
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McGonigal, J. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin, London, 2011.

Cited By

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  • (2021)Faces Don’t Lie: Analysis of Children’s Facial expressions during Collaborative CodingFabLearn Europe / MakeEd 2021 - An International Conference on Computing, Design and Making in Education10.1145/3466725.3466757(1-10)Online publication date: 2-Jun-2021
  • (2021)Information flow and children’s emotions during collaborative coding: A causal analysisProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460731(350-362)Online publication date: 24-Jun-2021
  • (2020)Advancing diversity in human centered data science education through gamesProceedings of the Association for Information Science and Technology10.1002/pra2.31457:1Online publication date: 22-Oct-2020
  • Show More Cited By

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    cover image ACM Conferences
    CSCW '12: Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
    February 2012
    388 pages
    ISBN:9781450310512
    DOI:10.1145/2141512
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 11 February 2012

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    Author Tags

    1. collaboration
    2. games
    3. learning

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    CSCW '12: Computer Supported Cooperative Work
    February 11 - 15, 2012
    Washington, Seattle, USA

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    Cited By

    View all
    • (2021)Faces Don’t Lie: Analysis of Children’s Facial expressions during Collaborative CodingFabLearn Europe / MakeEd 2021 - An International Conference on Computing, Design and Making in Education10.1145/3466725.3466757(1-10)Online publication date: 2-Jun-2021
    • (2021)Information flow and children’s emotions during collaborative coding: A causal analysisProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460731(350-362)Online publication date: 24-Jun-2021
    • (2020)Advancing diversity in human centered data science education through gamesProceedings of the Association for Information Science and Technology10.1002/pra2.31457:1Online publication date: 22-Oct-2020
    • (2019)Joint Emotional State of Children and Perceived Collaborative Experience in Coding ActivitiesProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323145(133-145)Online publication date: 12-Jun-2019
    • (2014)Collaboration through GamingHandbook of Digital Games10.1002/9781118796443.ch9(235-273)Online publication date: 7-Mar-2014

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