Toulouse, France - September 4-6, 2012 Fun and Games’2012 | FULL PAPERS
64
Puzzle Games: Player Strategies across Different
Interaction Modalities
Jaime Carvalho
LaSIGE & Department of
Informatics,
University of Lisbon
Edifício C6, Campo-Grande,
1749-016 Lisboa
jcarvalho@lasige.di.fc.ul.pt
Phone: +351217500247
Luís Duarte
LaSIGE & Department of
Informatics,
University of Lisbon
Edifício C6, Campo-Grande,
1749-016 Lisboa
lduarte@lasige.di.fc.ul.pt
Phone: +351217500247
Luís Carriço
LaSIGE & Department of
Informatics,
University of Lisbon
Edifício C6, Campo-Grande,
1749-016 Lisboa
lmc@di.fc.ul.pt
Phone: +351217500603
ABSTRACT
This paper presents the design of a puzzle game for the
Android platform along with a study on puzzle solving
strategies across different interaction modalities. Solving
puzzles is among the oldest challenges and entertainment
activities available to us. However, despite major
technological advances, the design of such games has never
provided individuals with challenges beyond visual
puzzles. We capitalized on this opportunity to tackle the
design of puzzles which go beyond visual cues, utilizing
sound and vibration feedback as well to offer a fresh
challenge to players. Along with the design of this game,
our research focused on analyzing puzzle solving strategies
applied by users. In particular, this paper details a study in
which we analyzed if players apply the same strategy to
solve a visual and a audio puzzle. Results point that players
often opt to solve prominent areas first, leaving more
abstract zones to the end, independently from the
interaction modality involved.
Author Keywords
Audio Puzzles, Puzzle Games, Play Strategy.
ACM Classification Keywords
H.5.2 [User Interfaces]: Interaction Styles.
General Terms
Performance, Experimentation, Human Factors.
MOTIVATION
Videogames can be used for various ends, ranging from
personal entertainment [2][17], as a catalyst for social
interaction [12], as a support tool for teaching and learning
process [18] or as an experimental platform for new
technologies or design concepts [11]. In the education
domain, games are of particular importance for students to
develop learning skills which allow them to easily create
abstractions of concepts or algorithms [10]. In particular,
puzzle games have yielded positive results in such learning
process. There are various examples of the usage of puzzle
games in distinct areas. Hill [5], Levitin [9][10] and Ross
[15] have defended utilizing puzzles and games in general
as a motivating factor for a diversity of courses. Ginat [4]
has also explored the usage of puzzle games as a catalyst
for students in learning environments. Outside the
education domain, there has been a deployment of a puzzle
game to foster communication and collaboration between
children with autism spectrum disorder [1]. All these
examples are elucidative of the importance of games in
general, and in particular puzzle games, for a diversity of
domains, improving aspects of people’s lives.
In the entertainment domain, and with the proliferation of
various types of mobile devices [3], videogames are
currently widespread across different platforms
[11][12][16]. Furthermore, given the increased
computational power [7] and number of features present in
modern mobile devices, developers are recurring to
different modalities [14] to provide players with alternative
challenges which would not have been possible before [6].
Yet, one game type which still lacks proper support is
puzzle games. There are a few examples of puzzle games
which go beyond the visual version [2], but they are either
too simplistic, or are yet to explore the full potential of
modern smartphones to provide players with adequate
challenges, specifically with puzzle representations which
go beyond the traditional figure jigsaw puzzle.
Given the lack of multimodal versions of puzzle games for
mobile devices, we envisioned and developed a Multimodal
Puzzle Game which allows players to tackle visual or audio
puzzles. The game was developed for Android platforms
and allows for the full customization of the puzzle
challenge, ranging from number of pieces, to help types as
well as allowing the selection of any picture or song present
in the user’s personal library to be a puzzle. Taking
inspiration from different puzzle learning strategies and
learning environments, we designed a study which aimed at
assessing if players use similar strategies for solving
multimodal puzzles. In particular we wanted to determine if
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
to republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee.
Fun and Games' 2012, Toulouse, France — September 4-6, 2012
Copyright © 2012 ACM ISBN 978-1-4503-1570-8 /12/09... $10.00