Skip to main content

Steps for Decreasing Noises in Interaction Process with Video Games

  • Conference paper
  • First Online:
Human-Computer Interaction (HCI-COLLAB 2022)

Abstract

The Human-Computer Interaction can be modelled as Signals and Noises process. In this sense game-player interaction could be improved when this point of view is applied. Signals-Noises-Aiders (SNA) is presented as method with heuristics that help to reducing noises using power-ups as aiders. The results in Flappy Bird Mechanic showed the method’s pertinence and its effectiveness in power-ups design. This work presents how to compute the rewards (e.g. power-ups) influences, contributing thus to HCI in games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 64.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 84.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Wesley, D., Barczak, G.: Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap. CRC Press, Boca Raton (2016)

    Book  Google Scholar 

  2. Fullerton, T.: Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press, Boca Raton (2014)

    Book  Google Scholar 

  3. Chen, J.: Flow in games (and everything else). Commun. ACM 50, 31–34 (2007)

    Article  Google Scholar 

  4. Csikszentmihalyi, F.: The Psychology of Optimal Experience. Harper and Row, New York (1990)

    Google Scholar 

  5. Karpouzis, K., Yannakakis, G.N.: Emotion in Games: Theory and Praxis, vol. 4. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-41316-7

  6. Lopes, R., Bidarra, R.: Adaptivity challenges in games and simulations: a survey. IEEE Trans. Comput. Intell. AI Games 3(2), 85–99 (2011)

    Article  Google Scholar 

  7. Shaker, N., Togelius, J., Yannakakis, G.N.: The experience-driven perspective. In: Shaker, N., Togelius, J., Nelson, M.J. (eds.) Procedural Content Generation in Games. Computational Synthesis and Creative Systems, pp. 181–194. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-42716-4_10

    Chapter  Google Scholar 

  8. Rogers, K., Kamm, C., Weber, M.: Towards player-centric adaptivity: interactions of gameplay behaviour and player traits in a survival game. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction 210 in Play Companion Extended Abstracts, CHI PLAY Companion 2016, pp. 269–276. ACM, New York (2016). https://doi.org/10.1145/2968120.2987725, http://doi.acm.org/10.1145/2968120.2987725

  9. Farooq, S.S., Kim, K.-J.: Game player modeling. In: Encyclopedia of Computer Graphics and Games, pp. 1–15 (2016)

    Google Scholar 

  10. Lappegard, P.: The implementation of commercial video gaming in rehabilitation: a scoping review. Master’s thesis, Department of Psychology, University of Oslo (2016). https://www.duo.uio.no/handle/10852/51008

  11. Lohse, K., Shirzad, N., Verster, A., Hodges, N., Van der Loos, H.M.: Video 220 games and rehabilitation: using design principles to enhance engagement in physical therapy. J. Neurol. Phys. Ther. 37(4), 166–175 (2013)

    Article  Google Scholar 

  12. Heins, M.C.: Video games in education. Master’s thesis, SUNY College at Brockport, New York (2016). http://digitalcommons.brockport.edu/ehd_theses/625/

  13. Dickey, M.D.: Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educ. Tech. Res. Dev. 53(2), 67–83 (2005)

    Article  Google Scholar 

  14. Connell, M., Stevens, D.: A computer-based tutoring system for visual-spatial skills: dynamically adapting to the users developmental range. In: 2002 Proceedings of the 2nd International Conference on Development and Learning, pp. 245–251 (2002)

    Google Scholar 

  15. Pirovano, M., Mainetti, R., Baud-Bovy, G., Lanzi, P.L., Borghese, N.A.: Selfadaptive games for rehabilitation at home. In: 2012 IEEE Conference on Computational Intelligence and Games (CIG), pp. 179–186 (2012)

    Google Scholar 

  16. Howland, G.: Balancing gameplay hooks. Game Design Perspect. 78–84 (2002)

    Google Scholar 

  17. Lewis, Z.H., Swartz, M.C., Lyons, E.J.: What’s the point?: a review of reward systems implemented in gamification interventions. Games Health J. 5(2), 93–99 (2016)

    Article  Google Scholar 

  18. Cao, D.: Game design patterns in endless mobile minigames. Master’s thesis, Faculty of Technology and Society, Malmo University (2016)

    Google Scholar 

  19. Correa, O., Cuervo, C., Perez, P.C., Arias, A.: A new approach for self adaptive video game for rehabilitation-experiences in the amblyopia treatment. In: 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–5. IEEE (2014)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Omar Correa Madrigal .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Correa Madrigal, O., Ramírez Rodríguez, Y., Kugurakova, V. (2022). Steps for Decreasing Noises in Interaction Process with Video Games. In: Agredo-Delgado, V., Ruiz, P.H., Correa-Madrigal, O. (eds) Human-Computer Interaction. HCI-COLLAB 2022. Communications in Computer and Information Science, vol 1707. Springer, Cham. https://doi.org/10.1007/978-3-031-24709-5_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-24709-5_13

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-24708-8

  • Online ISBN: 978-3-031-24709-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics