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Proceedings of the ACM on Human-Computer Interaction ; 6, 2022.
Article in English | Scopus | ID: covidwho-2214026

ABSTRACT

Pokémon GO is a popular location-based mobile game that seeks to inspire players to be more active, socialize physically and virtually, and spend more time outside. With the onset of the COVID-19 pandemic, several game mechanics of Pokémon GO were changed to accommodate socially-distanced play. This research aims to understand the impacts of the pandemic and subsequent game adjustments on user perceptions of the game. We used an exploratory mixed-method approach, a machine learning technique (Latent Dirichlet Allocation) for topic modeling, and thematic analysis for qualitative coding of top-level Reddit comments to identify whether and how the social distancing approach changes the players' behaviors. The results demonstrate that players were less physically active, less eager to discover, and more interested in remote social practices. We discuss which players leverage social distancing changes and reflect on key game features that provide a better gaming experience in the age of remote play. © 2022 Owner/Author.

2.
2021 ASEE Virtual Annual Conference, ASEE 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1696060

ABSTRACT

In this evidence-based practice paper, we present results from surveys of students in two CS courses offered in Spring 2020 at Virginia Tech, a large, public research university: a programming-intensive CS2-level course and an upper division theory course, Formal Languages and Automata. Spring 2020 was extraordinary as a result of the COVID-19 pandemic. Universities in the US and across the globe switched to a complete online delivery mode instead of the traditional face-to-face mode. This was challenging to both educators and students, as the transition took place on short notice in the middle of the Spring 2020 semester. We were interested to know those course components students perceived as most beneficial to their learning, before and then after the online transition, and their mode preferences for each regarding online vs. Face-to-Face. By comparing student reactions across courses, we gain insights on which components are easily adapted to online delivery, and which require further innovation. COVID was unfortunate, but gave a rare opportunity to compare students' reflections on F2F instruction with online instructional materials for half of a semester vs. entirely online delivery of the same course during the second half. Although the instruction provided during the second half of the semester may not be the same as what would have been provided had the course been designed as a fully online course from the beginning, it did provide the opportunity for us to acquire insights for future instruction. Results indicated that some course components were perceived to be more useful either before or after the transition, and preferences were not the same for the two courses. Furthermore, to determine what course components need further improvement before transitioning to fully online mode, we computed a logistic regression model. Results indicated that for each course, different course components both before and after the transition significantly affected students' preference of course modality. © American Society for Engineering Education, 2021

3.
8th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2021 ; : 222-227, 2021.
Article in English | Scopus | ID: covidwho-1511515

ABSTRACT

The COVID-19 pandemic has greatly affected face-to-face social interaction with and among relational partners - relatives, friends, and others. Prior to the pandemic, many people relied on face-to-face social play experiences to help them maintain relationships and satisfy relatedness needs. However, growing coronavirus-related concerns have made such activities unwelcome or inaccessible, leading many to turn to technology-mediated experiences, as a safer alternative means of supporting recreational play with non-proximal relational partners. But how does one design technology-mediated recreational play experiences to satisfy a diverse range of user needs, interests, and preferences? To explore this area of interest we study the social experience afforded by the multiplayer game, Among Us. We conduct a diary study with students enrolled in an undergraduate HCI course and report on the findings of a post-study reflective activity. Our findings highlight that casual interdependent games that explicitly and implicitly foster social interaction among players, do provide opportunities for satisfying remote play social experiences when augmented by rich communication technologies. © 2021 Owner/Author.

4.
SIGCSE - Proc. ACM Tech. Symp. Comput. Sci. Educ. ; : 1251, 2021.
Article in English | Scopus | ID: covidwho-1166584
5.
CHI PLAY - Ext. Abstr. Annu. Symp. Comput.-Hum, Interact. Play ; : 253-256, 2020.
Article in English | Scopus | ID: covidwho-955439

ABSTRACT

Sharing recreational experiences with loved ones can improve well-being, experience enjoyment, relationship quality, and feelings of closeness. Despite these benefits, study participants report numerous barriers to shared recreation with loved ones. Among others, these include differences in recreational preferences and safety measures associated with the Coronavirus disease (COVID-19). In this paper we examine how loved ones use, and wish to use, technology to play together while apart. We take into account reported barriers to shared recreation and present the Planet Runner technology probe, a two-player digital-physical game which mediates a shared interdependent asymmetric recreational experience involving the outdoors. We share early findings from an exploratory study and conclude by highlighting design considerations for asymmetric games intended to mediate shared remote play experiences involving the outdoors. © 2020 ACM.

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