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Yang presentation 1
1. Computer/Human Interaction Spring 2013
Understanding Player Types in
Multiplayer Pervasive Health
Games for Youth
Yang Huang
Northeastern University/2012
huang.yang1@husky.neu.edu
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What to learn?
• Player Types => Human
• Health Game => Daily Tasks/Projects
• Assumptions => Facts
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Problem Addressed
• Assumption:
– Games leverage cooperation or competition
will always be positively motivate users
• Research found out there are conflicts
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What is the Game?
• THE AMERICAN HORSEPOWER CHALLENGE
(AHPC)
– Sedentary Lifestyles (sitting overtime)
• Encourage physical activities
• Sensor counts foot step
– Flash Game
• Horse
• School bus
• Position on the track
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Quick look at Demo
• Game Demo
– http://hpc.humana.com/#game
• Video Demo
– http://www.youtube.com/watch?
v=aaP33QkihA4
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Analysis
• Methods
– School Visits
– Field Observations
– Analyze step counts logs
– Interview with teachers and students
• “Play” is for
– Motivation
– Behavior
– Social Influence
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Findings: Five Types Players
• Achievers
– Not athletic but had previously led sedentary
lifestyle
– Focus on personal improvement
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Findings: Five Types Players
• Achievers
– Afraid of being blamed and teased
– Mostly Their efforts were not recognized by
the team
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Findings: Five Types Players
• Active Buddies
– Enjoy small group accompany
– Enjoy the fun of physical activities
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Findings: Five Types Players
• Active Buddies
– Boys with boys, girls with girls
– Limited influence to other participants
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Findings: Five Types Players
• Social Experience Seekers
– Self image
– Showing off their customizations of the avatar
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Findings: Five Types Players
• Social Experience Seekers
– Easy to buy the equipment
– Sitting and talking all the time
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Findings: Five Types Players
• Team Players
– Care for group achievement the most
– Volunteered to raise others’ behaviors
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Findings: Five Types Players
• Team Players
– Seek attention and confirmation from teacher
– Gain limited support from different teachers
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Findings: Five Types Players
• Freeloaders
– Not care about the game stuff
– But still stay enrolled only to get gifts
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Findings: Five Types Players
• Freeloaders
– Not wearing the sensors
– Have negative effects on others
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Comments
• System improvements
• Interesting topics and good points
• Wrongly described “pervasive”, as the
game users aren’t truly “long-term” and
“initiative”
• Extension:
– Study from a truly “pervasive” game
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Design in HCI
• Don’t assume system’s features are
positive
• Don’t tend to deem users as one general
type
• Do understand users by concrete data
collection
• Do think from
– Motivation + Behaviors + Influence
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Remember these
• Player Types => Human
• Health Game => Daily Tasks/Projects
• Assumptions => Facts
• Human + Tasks => Iterate HCI features in
your system
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Discussion questions
• In spite of motivation, behavior and
influence, what else do you think will
cause different types of players?
• What if all the deficiencies of the game
have been made, do you think all five
types of players can really get benefited?
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