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The Purpose of Play
ACM Transactions on Computer-Human Interaction ( IF 4.8 ) Pub Date : 2021-04-17 , DOI: 10.1145/3432245
Katta Spiel 1 , Kathrin Gerling 2
Affiliation  

Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human–Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent 1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations , research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large-scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit.

中文翻译:

游戏的目的

游戏为所有人提供了一种流行的消遣,尽管并非所有人都玩得一样。随后,人机交互游戏研究越来越关注服务于神经发散性的游戏的开发。1玩家。在对残疾研究和自决理论的 66 篇出版物进行批判性审查时,我们分析了哪些人口,研究方法,种类和整体目的目标现有游戏地址。我们发现游戏主要是为儿童开发的,采用自上而下的方式。他们倾向于专注于教育和医疗环境,并受到神经分歧兴趣外在因素的驱动。现有的工作主要遵循残疾的医学模型,该模型不支持神经发散性参与者的自决,并且边缘化了他们的沉浸机会。我们的贡献包括对一个崭露头角的研究领域进行大规模调查,目的是捕捉现状并确定未来工作的机会,关注差异而不将其表述为缺陷。
更新日期:2021-04-17
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