Research output per year
Research output per year
Marcello A. Gómez Maureira, Isabelle Kniestedt, Max J. Van Duijn, Carolien Rieffe, Aske Plaat
Research output: Chapter in Book/Conference proceedings/Edited volume › Conference contribution › Scientific › peer-review
Curiosity is a strong motivator for human action, but the circumstances under which one becomes curious are not clear. This paper builds on the assumption that video games can be used as a stimulus for the experimental study of curiosity, and forms a basis in examining the type of curiosity motivated by spatial exploration. A video game was created that incorporates five proposed ‘game design patterns’ that may induce curiosity in players. The game, Shinobi Valley, was tested in a pilot study with 24 participants. Participants responded positively to the game and exhibited exploratory behaviour while playing without specifically being prompted to do so. The presented results suggest which of the patterns are most promising in inducing curiosity, and show that the game is of sufficient quality to be used in larger studies.
Original language | English |
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Title of host publication | CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play |
Publisher | ACM |
Pages | 421-428 |
Number of pages | 8 |
ISBN (Electronic) | 9781450368711 |
DOIs | |
Publication status | Published - 2019 |
Event | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spain Duration: 22 Oct 2019 → 25 Oct 2019 |
Name | CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play |
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Conference | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 |
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Country/Territory | Spain |
City | Barcelona |
Period | 22/10/19 → 25/10/19 |
Research output: Thesis › Dissertation (TU Delft)