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InterRings: Towards Understanding Design Micro-games to Fit Daily Work Routine

Published: 08 May 2021 Publication History

Abstract

Prior game researchers mostly focused on designing the ”macro” context which requires a decent proportion of time to engage and play, from which players may benefit. However, the demanding time and effort restrict playability during working hours. To our knowledge, there is little research exploring game design in a manner that enables momentary detachment from primary work for a mind refreshment and effortlessly resumes the suspended work after playing. In this paper, we propose a novel micro-game concept that enables the gamification of micro-breaks within working hours. To examine our concept, we adapted a conventional water-ring game into an interactive prototype, InterRings, which empowers users to play with handy objects. Our mixed observational studies and interviews revealed high acceptability and feasibility of the micro-game concept. Conclusively, three design guidelines are summarised for future development of micro-games.

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Cited By

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  • (2024)Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platformEducational technology research and development10.1007/s11423-024-10359-972:3(1787-1811)Online publication date: 4-Mar-2024
  • (2022)Designing for Microbreaks: Unpacking the Design Journey of ZenscapeProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3502256(1-16)Online publication date: 13-Feb-2022
  • (2022)The strengths and weaknesses of user-generated microgames for assisting learningEducation and Information Technologies10.1007/s10639-021-10635-827:1(979-995)Online publication date: 1-Jan-2022

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cover image ACM Conferences
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
May 2021
2965 pages
ISBN:9781450380959
DOI:10.1145/3411763
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 08 May 2021

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Author Tags

  1. Micro-games
  2. Multi-tasking
  3. Ubiquitous Computing
  4. Workplace Well-being

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Cited By

View all
  • (2024)Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platformEducational technology research and development10.1007/s11423-024-10359-972:3(1787-1811)Online publication date: 4-Mar-2024
  • (2022)Designing for Microbreaks: Unpacking the Design Journey of ZenscapeProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3502256(1-16)Online publication date: 13-Feb-2022
  • (2022)The strengths and weaknesses of user-generated microgames for assisting learningEducation and Information Technologies10.1007/s10639-021-10635-827:1(979-995)Online publication date: 1-Jan-2022

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