Novel User Interfaces and Interaction Techniques in the Games Context

Special Issue Editors


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Guest Editor
AIT Austrian Institute of Technology GmbH, Vienna, Austria
Interests: game; user research; HCI; visualization

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Guest Editor
University of Applied Sciences Upper Austria, Hagenberg, Austria
Interests: game and level design; gaze-based interactions; co-located play experiences

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Guest Editor
School of Electrical Engineering and Computer Science, QUT, Brisbane, Australia
Interests: cognitive aspects of VR/AR; VR/AR technology

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Guest Editor
1. Center for Human-Computer Interaction, University of Salzburg, Salzburg, Austria
2. Center for Technology Experience, AIT Austrian Institute of Technology GmbH, Vienna, Austria
Interests: interactive systems; human–computer interaction; usability engineering; user interface design and user experience research
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Special Issue Information

Dear Colleagues,

Over the last few years, new developments, such as gesture-based, eye-based, and motion-based approaches, wearables, virtual or augmented reality, and tangibles, have opened new opportunities for designing and developing games with the goal of extending the player experience. We believe this is a timely topic and has the potential for addressing new player target groups and application areas that focus, but are not limited to the entertainment domain.

The proposed topic offers a variety of research questions, such as which kind of game input devices are most suitable for specific target groups (e.g., elderly, young players)? Do novel forms of game interaction change the way people play together (e.g., cooperative and competitive play)? How can game input devices facilitate the process of getting into the game?

The goal of this Special Issue is, not only to show the potential of novel user interfaces and interaction approaches in the games context, but also to highlight current and future challenges in the field. We welcome submissions which present high quality and original research to explore and share experiences with focus on the design and the evaluation of future game interfaces and interaction techniques for supporting playful and engaging experiences. Submissions can be empirical and theoretical research which may include (but is not limited to):

  • Case studies to show how novel interface and interaction techniques can be used in application areas, such as entertainment education, health care, and work
  • Design studies with focus on developing and understanding of design processes for novel interfaces and interaction techniques to extend player experiences
  • User studies to demonstrate the potential of new target users with different needs

Dr. Simone Kriglstein
Dr. Michael Lankes
Dr. Ross Brown
Prof. Dr. Manfred Tscheligi
Guest Editors

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Keywords

  • Innovations in game and interaction design
  • Social interactions and game interfaces
  • Interaction techniques in the context of play
  • Novel and experimental game input devices
  • Natural user interfaces in games
  • Game experience and game interaction

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Published Papers (3 papers)

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Research

24 pages, 2651 KiB  
Article
Dislocated Boardgames: Design Potentials for Remote Tangible Play
by Bernhard Maurer and Verena Fuchsberger
Multimodal Technol. Interact. 2019, 3(4), 72; https://doi.org/10.3390/mti3040072 - 7 Nov 2019
Cited by 16 | Viewed by 4540
Abstract
Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. [...] Read more.
Conventional digital and remote forms of play lack the physicality associated with analog play. Research on the materiality of boardgames has highlighted the inherent material aspects to this analog form of play and how these are relevant for the design of digital play. In this work, we analyze the inherent material qualities and related experiences of boardgames, and speculate how these might shift in remote manifestations. Based on that, we depict three lenses of designing for remote tangible play: physicality, agency, and time. These lenses present leverage points for future designs and illustrate how the digital and the physical can complement each other following alternative notions of hybrid digital–physical play. Based on that, we illustrate the related design space and discuss how boardgame qualities can be translated to the remote space, as well as how their characteristics might change. Thereby, we shed light on related design challenges and reflect on how designing for shared physicality can enrich dislocated play by applying these lenses. Full article
(This article belongs to the Special Issue Novel User Interfaces and Interaction Techniques in the Games Context)
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19 pages, 2186 KiB  
Article
Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and Metaphors
by Argenis Ramirez Gomez and Michael Lankes
Multimodal Technol. Interact. 2019, 3(4), 65; https://doi.org/10.3390/mti3040065 - 21 Sep 2019
Cited by 9 | Viewed by 5384
Abstract
Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of implementing gaze as an additional game feature via a game-centred approach, we propose a diegetic perspective by introducing [...] Read more.
Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of implementing gaze as an additional game feature via a game-centred approach, we propose a diegetic perspective by introducing gaze interaction roles and gaze metaphors. Gaze interaction roles represent ambiguous mechanics in gaze, whereas gaze metaphors serve as narrative figures that symbolise, illustrate, and are applied to the interaction dynamics. Within this work, the current literature in the field is analysed to seek examples that design around gaze mechanics and follow a diegetic approach that takes roles and metaphors into account. A list of surveyed gaze metaphors related to each gaze role is presented and described in detail. Furthermore, a case study shows the potentials of the proposed approach. Our work aims at contributing to existing frameworks, such as EyePlay, by reflecting on the ambiguous meaning of gaze in games. Through this integrative approach, players are anticipated to develop a deeper connection to the game narrative via gaze, resulting in a stronger experience concerning presence (i.e., being in the game world). Full article
(This article belongs to the Special Issue Novel User Interfaces and Interaction Techniques in the Games Context)
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22 pages, 2023 KiB  
Article
gEYEded: Subtle and Challenging Gaze-Based Player Guidance in Exploration Games
by Michael Lankes, Andreas Haslinger and Christian Wolff
Multimodal Technol. Interact. 2019, 3(3), 61; https://doi.org/10.3390/mti3030061 - 22 Aug 2019
Cited by 7 | Viewed by 4952
Abstract
This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game context into account by providing players not only with guidance [...] Read more.
This paper investigates the effects of gaze-based player guidance on the perceived game experience, performance, and challenge in a first-person exploration game. In contrast to existing research, the proposed approach takes the game context into account by providing players not only with guidance but also granting them an engaging game experience with a focus on exploration. This is achieved by incorporating gaze-sensitive areas that indicate the location of relevant game objects. A comparative study was carried out to validate our concept and to examine if a game supported with a gaze guidance feature triggers a more immersive game experience in comparison to a crosshair guidance version and a solution without any guidance support. In general, our study findings reveal a more positive impact of the gaze-based guidance approach on the experience and performance in comparison to the other two conditions. However, subjects had a similar impression concerning the game challenge in all conditions. Full article
(This article belongs to the Special Issue Novel User Interfaces and Interaction Techniques in the Games Context)
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