Skip to main content

Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method

  • Conference paper
Progress in Robotics (FIRA 2009)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 44))

Included in the following conference series:

  • 1174 Accesses

Abstract

This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.

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

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Kozima, H., Michalowski, M.P., Nakagawa, C.: Keepon A Playful Robot for Research, Therapy and Entertainment. International Journal of Social Robotics 1(1), 3–18 (2009)

    Article  Google Scholar 

  2. Bauer, A., et al.: The Autonomous City Explorer: Towards Natural Human-Robot Interaction in Urban Environments. International Journal of Social Robotics 1(2), 125–204 (2009)

    Article  MathSciNet  Google Scholar 

  3. Shaw-Garlock, G.: Looking Forward to Sociable Robots. International Journal of Social Robotics 1, 3 (2009)

    Article  Google Scholar 

  4. Mangis, C.: The Future of Technology - Entertainment: Social Gaming (2003), http://www.pcmag.com/article2/0,4149,1131623,00.asp (accessed April 2008)

  5. Isbister, K.: Games and HCI: A Social Psychological and Communication-based Approach. Technology for a Changing World, 18 January. Jack Basin School of Engineering, University of California, Santa Cruz (2008)

    Google Scholar 

  6. Ducheneaut, N., et al.: Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft. Games and Culture 1, 281–318 (2006)

    Article  Google Scholar 

  7. Ducheneaut, N., et al.: The Life and Death of Online Gaming Communities: A Look at Guilds in World of Warcraft. In: CHI 2007 Proceedings, San Jose, California, USA, April 28-May 3, pp. 839–848 (2007)

    Google Scholar 

  8. Griffith, P.: Research Projects: Maple Story (2007), http://www.pamgriffith.net/projectpages/maplestory.html (accessed April 2008)

  9. Reid-Walsh, J.: Interactive Game Design and Play Affordances in SIMS2: Remediation, Improvisation. Informal Learning, and Digital Media, p. 1 (2006)

    Google Scholar 

  10. Jansz, J., Avis, C., Vosmeer, M.: Playing The SIMS2: An Exploratory Survey Among Male and Female Gamers. In: Annual Meeting of the International Communication Association, San Francisco, CA, May 23 (2007)

    Google Scholar 

  11. Cavazza, M.: AI in Computer Games: Survey and Perspectives. Virtual Reality 5(4), 223–235 (2000)

    Article  Google Scholar 

  12. Becker, C., et al.: Physiologically Interactive Gaming with the 3D Agent Max. In: International Workshop on Conversational Informatics, in conj. with JSAI 2005, Japan, June 13-14 (2005)

    Google Scholar 

  13. Carrara, P., et al.: Toward Overcoming Culture, Skill and Situation Hurdles in Human-Computer Interaction. Uncertainty in Artificial Intelligence. International Journal Universal Access in the Information Society 1(4), 288–304 (2002)

    Article  Google Scholar 

  14. Mortensen, T.: WoW is the New MUD: Social Gaming from Text to Video. Games and Culture 1, 397–413 (2006)

    Article  Google Scholar 

  15. See, S.L.: An Investigation into the Use of the Computer as a Communication Tool in Managerial Work, Master Thesis, Melbourne: Monash University, Australia (2000)

    Google Scholar 

  16. Mintzberg, H.: The Nature of Managerial Work. Harper Collins Publishers, New York (1973)

    Google Scholar 

  17. Lee, A.S.: Integrating Positivist and Interpretive Approaches to Organizational Research. Organization Science 2(4), 342–365 (1991)

    Article  Google Scholar 

  18. Tan, M., Looi, Q., See, S.L.: Social Gaming: What Attracts the Most Attention? An analysis of Methodology and Current Trends. In: Proceedings of the 14th Youth Science Conference, Republic Polytechnic, Singapore, Ministry of Education (MOE), September 13 (2008)

    Google Scholar 

  19. Tan, M., Looi, Q.E., See, S.L.: Social Gaming: What Attracts the Most Attention? An Investigation Using an Improved Diary Method. In: Proceedings of the International Conference for Advances in Computer Entertainment Technology (ACE 2008), Yokohama, Japan, December 3-5, p. 415 (2008)

    Google Scholar 

  20. Kirakowski, J., Corbett, M.: Effective Methodology for the Study of HCI. Elsevier Science Inc., New York (1990)

    Google Scholar 

  21. Lohse, M., et al.: Evaluating Extrovert and Introvert Behaviour of a Domestic Robot - A Video Study. In: Proceedings of the 17th IEEE International Symposium on Robot and Human Interactive Communication, Technische Universität, Munich, Germany, August 1-3, pp. 488–493 (2008)

    Google Scholar 

  22. NEXON Corporation. Maplestory (2004), http://www.maplesea.com , http://www.maplestory.com (accessed July 4, 2008).

  23. Daft, R.L., Lengel, R.H.: Information Richness: a New Approach to Managerial Behavior and Organizational Design. Research in Organizational Behavior 6, 191–233 (1984)

    Google Scholar 

  24. IML Inc. Introduction to Behavioural Analysis - IML Certification Guide, New Castle, USA: The Institute for Motivational Living, Inc. (2006)

    Google Scholar 

  25. Inscape Publishing Inc. DISC Classic and Models of Personality Research Report (1996), http://www.intesiresources.com/GetFile.asp?File=25.pdf (accessed April 20, 2008)

  26. Inscape Publishing Inc. DISC Validation Research Report (2005), http://www.internalchange.com/research_reports/PPS2800O-255.pdf (accessed April 20, 2008)

  27. IML Inc. DISC Instrument Validation Study Technical Report (2006), http://www.intesiresources.com/GetFile.asp?File=25.pdf (accessed April 20, 2008)

  28. Sautler, J.: Introduction to Video Game Design and Development. McGraw-Hill, New York (2007)

    Google Scholar 

  29. Kahn, P.H., et al.: What is a Human? – Towards Psychological Benchmarks in the Field of Human-Robot Interaction. Interaction Studies: Social Behavior and Communication in Biological and Artificial Systems 8(3), 363–390 (2007)

    Article  Google Scholar 

  30. Hudlicka, E.: Challenges in Modeling Believable Social Agents. In: Social Interactions in Virtual Worlds. CCSS Symposium Series, Biopolis, Singapore, IHPC, A*STAR, April 14-15 (2009)

    Google Scholar 

  31. Walker, M.: Endowing Virtual Characters with Social Intelligence. In: Social Interactions in Virtual Worlds. CCSS Symposium Series, Biopolis, Singapore, IHPC, A*STAR, April 14-15 (2009)

    Google Scholar 

  32. Loh, C.L., Tan, S.J., Lim, Y.H., See, S.L.: A Behaviour Detector. In: Proceedings of the 14th Youth Science Conference, Republic Polytechnic, Singapore, Ministry of Education (MOE), September 13 (2008)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

See, S.L., Tan, M., Looi, Q.E. (2009). Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method. In: Kim, JH., et al. Progress in Robotics. FIRA 2009. Communications in Computer and Information Science, vol 44. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03986-7_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-03986-7_14

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-03985-0

  • Online ISBN: 978-3-642-03986-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics