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1.
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.
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.

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