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Inferring player engagement in a pervasive experience
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Conference on Human Factors in Computing Systems archive
Proceedings of the 27th international conference on Human factors in computing systems table of contents
Boston, MA, USA
SESSION: Enhancing reality table of contents
Pages 1903-1906  
Year of Publication: 2009
ISBN:978-1-60558-246-7
Authors
Joel E. Fischer  University of Nottingham, Nottingham, United Kingdom
Steve Benford  The Mixed Reality Laboratory, Nottingham, United Kingdom
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

We investigate the prediction of player engagement to address temporal issues arising from the long-term character of pervasive experiences such as interruptibility, mutual player state awareness, disengagement and synchronization on re-engagement. We introduce a model that operationalizes engagement in terms of the elapsed and response time in game messages. We designed and conducted an experiment based on the experience-sampling method to evaluate our model on the basis of a long-term SMS-based game called Day of the Figurines. Statistical analysis supports the hypothesis that player engagement can be predicted by the continuous data properties elapsed time and response time. Our findings point towards further research towards the adaptation of pervasive experiences to the player's temporal context.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Collaborative Colleagues:
Joel E. Fischer: colleagues
Steve Benford: colleagues