Don't Hit The Wall, Just Squeeze The Ball: How Tangible Interactive Devices Can Help Manage Frustration In Online Games
Michel Wijkstra, Remco C. Veltkamp, Julian Frommel
摘要
Frustration in games can have negative consequences for both players and those around them. Despite these effects, methods for supporting frustration management in hectic gameplay are scarce. In this paper, we present Frustration Buddy, a novel tangible intervention system aimed at managing frustration during play. Frustration Buddy leverages distraction and soothing techniques to help players control their emotions. Our paper provides an artifact contribution, complemented by exploratory findings from semi-structured interviews with nine participants on frustration in games, how they manage it, and their opinions on Frustration Buddy’s design and applicability in their gaming environments. The results suggest participants were open to the idea of a device supporting frustration management and that the use of a tangible device like a stress ball was well-received. We provide insights on how to design such a device based on our design decisions and the preferences expressed by the gamers in our interviews.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
它引用的顶会 Paper5
- Don't You Know That You're Toxic: Normalization of Toxicity in Online GamingNicole A. Beres, Julian Frommel, Elizabeth Reid, Regan L. Mandryk 等CHI 2021 · 被引用 235 次
- See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with ToxicitySelen Türkay, Jessica Formosa, Sonam Adinolf, Robert Cuthbert 等CHI 2020 · 被引用 126 次
- Emotion Regulation in eSports Gaming: A Qualitative Study of League of LegendsYubo Kou, Xinning GuiCSCW 2020 · 被引用 82 次
- Understanding Tilt in Esports: A Study on Young League of Legends PlayersMinerva Wu, Je Seok Lee, Constance SteinkuehlerCHI 2021 · 被引用 52 次
- Toxicity in Online Games: The Prevalence and Efficacy of Coping StrategiesJulian Frommel, Regan L. MandrykCHI 2024 · 被引用 22 次
相关 Paper
- Exploring Situated & Embodied Support for Youth's Mental Health: Design Opportunities for Interactive Tangible DeviceClaudia Daudén Roquet, Nikki Theofanopoulou, Jaimie L. Freeman, Jessica Schleider 等CHI 2022 · 被引用 33 次
- Squeeze Away the Worries: Exploring the Potential of Squeezable Interactions for Emotion Regulation for Desk WorkersNianmei Zhou, Steven Devleminck, Lucca GeurtsCHI 2025 · 被引用 10 次
- RageSense: Leveraging Acoustic Sensing and LLM-Based Intervention for Emotion Regulation in Mobile GamingCong Liu, Ruihao Zheng, Junbin Ren, Kaiyi Guo 等CHI 2026 · 被引用 2 次
- FS-Pad: Video Game Interactions Using Force Feedback GamepadYoungbo Aram Shim, Keun-Woo Park, Sangyoon Lee, Jeongmin Son 等UIST 2020 · 被引用 12 次
- VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress RegulationHe Zhang, Xinyang Li, Xingyu Zhou, Xinyi FuCHI 2026 · 被引用 2 次
