There is an increasing demand for entertainment applications developed for pets, in particular for dogs and cats. However, play interaction between animals and technological devices still remains an uncharted territory both for animal behavior and entertainment computing scientific communities. While there is a lot of anecdotal evidence of pets playing digital games, the nature of animal-computer play interactions is still not understood. In this paper we report on empirical findings based on observing and analyzing dog-tablet game interactions. Using categories emerging from our data analysis, we construct an ethogram, a “catalogue” of behavioral patterns typical of dog-tablet interactions. Based on our data analysis, we hypothesize that the nature of the observed interactions is that of predatory behavior, in response to stimuli in the form of “prey-like” virtual objects displayed on the screen. Based on our hypothesis, we further propose some questions for future investigation, and raise some issues that need to be addressed by game developers when targeting dogs as their users.
|Number of pages||7|
|Journal||Lecture Notes in Computer Science|
|State||Published - 2015|
|Event||14th International Conference on Entertainment Computing, ICEC 2015 - Trondheim, Norway|
Duration: 29 Sep 2015 → 2 Oct 2015
Bibliographical notePublisher Copyright:
© IFIP International Federation for Information Processing 2015.
ASJC Scopus subject areas
- Theoretical Computer Science
- Computer Science (all)