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      <title-group>
        <article-title>GHItaly18: Game-Human Interaction in research</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maria De Marsico</string-name>
          <email>demarsico@di.uniroma1.it</email>
          <email>ilaria1.mariani@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>di Roma</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords • Human-centered computing → Human computer interaction (HCI) • Human-centered computing → Interaction design • Human-centered computing → Graphical user interfaces • Social and professional topics → User characteristics • Applied computing → Arts and humanities • Software and its engineering → Interactive games • Information systems → Massively multiplayer online games • Computing methodologies → Artificial intelligence</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Politecnico di</institution>
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universita Italy</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>degli Studi di</institution>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The 2nd Workshop on Games-Human Interaction (GHItaly18), held jointly with AVI 2018 (International Working Conference on Advanced Visual Interfaces), maintained its original spirit. Its aim was twofold. The first goal was to offer a common ground for scholars and practitioners either working on the topic or interested in approaching it. The second, long term goal was to establish a meeting venue to be held on a regular basis for researchers in a field that is still too underestimated in Italy, and that still presents high fragmentation also at international level. Of course, the intended scope of the workshop is not limited to a national event. Rather, the hope is to extend the international participation, to support wider collaboration in research activities and projects. GHItaly18 extended the scope of GHItaly17 (held in conjunction with CHItaly17 in Cagliari) by focusing on the aspects related to the design and development of visual interfaces, a highly relevant issue for creating an engaging and satisfactory user experience in deeply multidimensional artefacts such as video games. Moreover, as for the former edition, the application range of video games that the workshop invited to explore had to be intended in its broadest sense: both entertainment and applied finalities.</p>
      </abstract>
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    <sec id="sec-1">
      <title>Universita degli Studi di Italy dario.maggiorini@unimi.it</title>
    </sec>
    <sec id="sec-2">
      <title>Milano</title>
      <p>
        INTRODUCTION
Video games design and development is a fascinating field,
that represents a meeting point for very different
disciplines, such as computer science, math, computer
graphics, music, physics, industrial design, literature,
history, economy, visual arts, semiotics, psychology and
neurophysiology, etc. In practice, its foundations embrace
both scientific research and humanities. Hence, its
improvement can benefit from the advancements in the
research of all these areas. Furthermore, video games
represent a growing industrial field, whose revenues,
impact on the job market and effect on people’s everyday
life has grown at a skyrocketing pace. One of the reasons is
that video games are extending their scope from pure
amusement to an increasing variety of applications, from
learning to rehabilitation. In this panorama, Italy was – and
still is – a quite “weird” phenomenon, since, as stated in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
“[…] though resulting among the first consumers in
Western countries, its investments and resources devoted to
games production are quite irrelevant”. Since a bunch of
years this situation has – slowly – started to change, both at
the academic and industrial level. And this quiet revolution
reached to the point of introducing very specific classes
about video game design and development in the master
science degree in computer science in at least one Italian
university. In any case, the field still presents a high
fragmentation at international level too. As a matter of fact,
at the moment, the research in the field of video games is
scattered through many different and separated disciplinary
areas. Since its first edition [2], the GHItaly workshop
aimed at trying to bridge this cultural gap and establishing a
common ground on the topic and a crossroads for related
research. Arisen from the consonance among Game
Studies, Game Design and Human Computer Interaction,
the GHItaly workshop series is a deliberate attempt to
provoke debate, creating a space of interdisciplinary
dialogue and exchange. In particular, it welcomes and
encourages the presence of different and complementary
perspectives. The peculiar focus of this edition has been to
point special attention on the user experience from the
perspective of the design and development of visual
interfaces, which are of paramount importance for an
artifact whose purpose is to entertain and elicit fun [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4, 5,
6</xref>
        ]. We hope that the meaningful discussion and exchanges
of ideas that occurred during the meeting will nurture and
inspire new more holistic and informed ways of
researching, teaching, and working on the design and
development of video games.
      </p>
      <p>GHITALY18 CONTRIBUTIONS
The workshop discussion has benefited from the
enlightening keynote intervention “Collaborative Editing in
the Cloud - First Steps and Challenges Ahead” by Prof.
Fabio Pellacini (Sapienza Università di Roma – Italy), who
discussed how to design and implement prototypes that
allow seamless collaboration for editing meshes and game
levels, and the challenges in developing these types of
systems and underlying architectures. This approach could
represent the basis for a huge leap in the way of distributing
and coordinating development tasks not only in the video
game industry, but also in its older sister discipline: visual
effects development for cinema and TV.</p>
      <p>The remaining contributions collected by GHItaly18 can be
grouped into three main areas: “assessing player experience
in VR”, “interface design impact on user experience” and
“applied games and gamification”.</p>
      <p>
        The first area includes papers that especially focused on
how and to what extent the introduction of Virtual
Realitybased interfaces could affect the experience of the user.
Research in this area is highly relevant, due to the
rampaging diffusion of VR-based devices and their related
applications (mainly video games). Such applications too
often seem to have been developed mainly to emphasize the
opportunities offered by the technology, rather than to
effectively entertain and amuse the player. Two synergic
contributions dug into the aspects related to the definition
of standardized approaches to evaluate the user experience
in VR-enhanced environments. In particular, Norman, in its
work "Evaluation of Virtual Reality Games: Simulator
Sickness and Human Factors” [7] tackled the problem of
assessing which are the appropriate drivers of discomfort to
measure the impact of playing a game in VR; the scope of
this work has been to define and validate a standardized
questionnaire to evaluate the (negative) impact of VR on
the gaming experience. In a similar vein, Barricelli et al., in
their paper titled “Semiotic Framework for Virtual Reality
Usability and UX Evaluation: a Pilot Study” [8] presented a
pilot study aimed at validating the Semiotic Framework for
Virtual Reality (VR) usability and user experience
evaluation (UX). The framework offers a theoretical model
for VR applications classification, together with a
combination of evaluation methods and a study protocol to
be used for testing usability and UX in the VR field.
The second group of works has dealt with the impact of the
user interface design on the player experience. This topic is
extremely relevant in the field of video games, since the
interface is the media through which the players interact
with this special form of art that is intended to entertain
them. The common point of the works presented at the
workshop, explored from different angulations, has been to
investigate at what extent the endeavor to take the quality of
user experience into account in designing a game user
interface can affect how the player enjoys the overall
gaming activity. Following the outcomes of these studies,
some sort of key lines or best practices to follow when
approaching this type of design are proposed. The
contribution titled “The impact of user interfaces for the
enhancement of narrative elements of a video game” by
Bellini [8], a researcher with a background in humanities,
aimed at shedding some light on the impact of the interface
on the narrative elements of a video game. Actually, user
interfaces are substantial parts of the gamer’s experience.
They do not only show useful information to the player:
they can also be used to enhance storytelling; hence their
design should also rely on a sufficient awareness of issues
related to the narrative theory. A slightly different
perspective was that adopted by Mariani and Mattiassi in
the work “Things from Another World. VR, UI and UX
through Run of Mydan” [
        <xref ref-type="bibr" rid="ref8">10</xref>
        ]. The authors focused their
attention on the user experience in VR-based games,
putting a special accent on how an effective diegetic
interface facilitates the player in effortlessly understanding
the virtual world and in reaching the complete immersion in
the game world.
      </p>
      <p>
        The growing diffusion of video games focused on the mere
entertainment, and the related designing techniques, also
impact on both the development of games aimed at less
“frivolous” ends, and on the production processes of
neighboring sectors. The last, more numerically consistent,
group of works concentrated on issues concerning the
socalled applied games (that is to say, video games whose
main aim is not necessarily the entertainment, such as
educational games, exergames, and the like) and/or on the
use of games-related technologies in other fields. Celata et
al. in the work “G.E.M.I.X.: Game Engine Movie
Interaction eXperience” [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ] tackled the technical
convergence of the movie and gaming industries. They
described the design and implementation of a tool for the
interactive production of previsualizations, implemented as
an extension of the Unreal 4 game engine. The
previsualization step of the movie production pipeline helps
to visually evaluate the potentiality of a scene before its
final production, hence it has a crucial importance in the
productive process. Nonetheless, the current state-of-the-art
approaches require that each time a change or an edit needs
to be done on a scene, this has to be rendered again in order
to be evaluated by the movie or commercial director. This
implies frequent waste of time and potential very long
useless interruptions introduced in the process. Hence, the
adoption of tools optimized for the real-time rendering,
such as game engines, could be of great help, if
appropriately personalized to suit the needs of the movie
sector. A totally different perspective is that assumed by
Liberti et al. in “EmoBrain: Playing with Emotions in the
Target” [
        <xref ref-type="bibr" rid="ref10">12</xref>
        ], whose purpose has been to implement a
platform able to recognize and employ human emotions
during an interactive game. The EmoBrain Interface (EI),
which has been used in the context of a serious game, aims
at allowing players to manage their own emotional state. In
particular, the EI exploits a cycle of stimulus and
feedbacks: the users receive a visual input and complete
their tasks, just controlling their emotional state by
activating self-training. Another interesting work has
tackled the topic of offering some partial solution to the
growing problem of the long-term care needed by the
increasingly ageing of western population. Among the
many problems deriving from this disequilibrium in the
distribution of the age groups, there is the necessity to
support seniors in their everyday physical exercises. The
work “Creation of Physiatric Exercises for Remote Use in
Rehabilitation Exergames” presented by Maggiorini et al.
[
        <xref ref-type="bibr" rid="ref11">13</xref>
        ] tried to define a viable solution to design and propose
physiatry exercises from a remote location, hence
broadening the number of patients that could benefit from
the cares of a physiatrist. The tool presented in the paper
gives the possibility to tailor exergames on the specific
needs of each patient and to monitor them in an automated
way by exploiting the technologies that have been
developed so far for gaming purposes. The final goal of the
work was to increase the quality of the therapy and to
shorten the recovery time of seniors. Last but not least,
Knutas and Hynninen, in “The Impact of Gamification on
Socio-technical Communities: A Case for Network
Analysis” [
        <xref ref-type="bibr" rid="ref12">14</xref>
        ], analyzed the perspective of the so-called
gamification and examined its impact on users. They
underlined that, in multi-user socio-technical environments,
the benefits produced by gamifying tasks can be quantified
in terms of interactions between users. To sustain their
thesis, they presented a case in which social network
analysis has been exploited to analyze the impact of
gamification, demonstrating how it can support the
evaluation of the impact of gamification at community
level. In particular, the demonstration uses an example of
how interaction data from a gamified system is contrasted
with a non-gamified environment using descriptive network
statistics and network analysis -based hypothesis testing.
CONCLUSION
Video game design and development is a technically and
culturally rich area, which not only involves issues from
different other research fields, but that can also inform the
research conducted in neighboring areas, whose
crossfertilization can produce benefits affecting both academic
and industrial worlds. Hence, as clearly emerged from the
works presented at GHItaly18, this field is fascinating for
both researchers and practitioners. Moreover,
improvements in the techniques, approaches and
intercultural connections adopted in the field of game design
and development can result in an improved experience for
the final users, being them people playing just for fun or for
more serious reasons. Therefore, as already observed
regarding the previous edition of the workshop, the inherent
complexity of video games can spur different investigations
with its rich set of interconnected facets. These
investigations can tackle either general aspects (such as
design strategies and techniques), game aspects (like
playability and engagement), and user evaluation, as well as
specific application contexts (as in the case of applied
games). Albeit their diversity, each contribution presented
at the workshop challenged the idea that games are artefacts
by far more complex and cross-disciplinary than it could be
imagined from a superficial analysis. Moreover, their
fruition and the impact they have on the media through
which they are used has deep implications from the point of
view of the experience lived by the player: they can no
longer be classified as only “simple” software applications
aimed at producing mere fun and just-in-time amusement.
Hence a more frequent, intense and fruitful exchange
among the different disciplines involved should take place,
as we hope this will happen in the next future.
7.
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