CHI PLAY 2019
2019-10-22..2019-10-25
Barcelona, Spain
CHI PLAY ·
[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
| title | author | length |
|---|---|---|
| Cross-Car, Multiplayer Games for Semi-Autonomous Driving | Matthew Lakier, Lennart E. Nacke, Takeo Igarashi, Daniel Vogel | 14m |
Built a virtual reality driving simulator with simulated autonomous cars, full-window HUDs, motion tracking and ad hoc vehicle-to-vehicle positioning and three… | ||
| Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms | Maximilian Altmeyer, Pascal Lessel, Marc Schubhan, Vladislav Hnatovskiy, Antonio Krüger | 15m |
Germ Destroyer is a tap-mounted sensing unit plus a phone game that measures hand presence and water flow and rewards users for staying at the CDC-recommended… | ||
| Not Just for Girls: Encouraging Cross-Gender Role Play and Reducing Gender Stereotypes with a ... | Geoff Kaufman, Mary Flanagan, Gili Freedman | 15m |
Two randomized experiments embed players in the commercial board game Monarch and show concrete design levers that increase boys’ cross‑gender role play. Using… | ||
| Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company | Michael Ahmadi, Rebecca Eilert, Anne Weibert, Volker Wulf, Nicola Marsden | 15m |
A qualitative study uses interviews, shadowing and a focus group in a German game studio (19 nationalities) and finds 16% women in the workforce; methods… | ||
| The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters | Raul Benites Paradeda, Maria José Ferreira, Maria Ferreira, Raquel Oliveira, Carlos Martinho, Ana Paiva | 15m |
Study uses Emmy robots as two robotic NPC advisors with manipulated pitch rate posture and gaze, running with 64 participants and yielding 1,220 decision… | ||
| Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream | Yan Wang, Zhuying Li, Robert S Jarvis, Angelina Russo, Rohit Ashok Khot, Florian 'Floyd' Mueller | 14m |
Built a working prototype called iScream! — a capacitive-sensing cone that plays four mapped sounds (roar, crunch, giggle, burp) while eating and detects… | ||
| Unpacking the Audio Game Experience: Lessons Learned from Game Veterans | Michael Urbanek, Florian Güldenpfennig | 15m |
Grounded theory analysis of 7 veterans with over a decade in audio gaming, based on 14 interviews, identifies three core elements—Creativity, Play, and Social… | ||
| Interactive Soft Toys for Infants and Toddlers - Design Recommendations for Age-appropriate Play | Michaela Honauer, Preetha Moorthy, Eva Hornecker | 12m |
Built an interactive soft textile book, tested with video-recorded play sessions, a six-parent focus group and three expert interviews; infants under three… | ||
| Playful Human-Food Interaction Research: State of the Art and Future Directions | Ferran Altarriba Bertran, Danielle Wilde, Ernő Berezvay, Katherine Isbister | 14m |
Systematic review of 34 publications builds a three‑part conceptual model (metadata, HFI lenses, play concepts) and codes domains, agency, focus, play… | ||
| Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games | Sebastian Cmentowski, Andrey Krekhov, Jens Harald Krueger | 15m |
A travel technique switches from first-person to a scaled third-person bird's-eye with a 0.5s curved transition that moves the headset slightly backward then… | ||
| An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR ... | John J. Porter III, Andrew Robb | 16m |
Analysis mines posts from /r/Vive spanning the first two years after the Vive launch, sampling roughly 800 Reddit posts (about 30 posts per topic every three… | ||
| Understanding Digital Patronage: Why Do People Subscribe to Streamers on Twitch? | Donghee Yvette Wohn, Peter Jough, Peter Eskander, John Scott Siri Jr., Masaho Shimobayashi, Pradnya Desai | 14m |
Mixed-method study uses 375 in-person surveys at TwitchCon plus interviews and observations to show recurring subscriptions function as ongoing investments… | ||
| ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment | Pratheep Kumar Paranthaman, Seth Cooper | 14m |
A Unity control panel uploads the latest build, recruits players from Mechanical Turk, streams real-time player positions and a yellow survival plot back into… | ||
| Crowdjump: Investigating a Player-Driven Platform Game | Pascal Lessel, Maximilian Altmeyer, Nicolas Brauner | 15m |
Player-run platformer Crowdjump runs for 23 days with 25 participants and targets two feature releases per day at 7:00 PM; players submit and up/down-vote… | ||
| Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming | Erik Harpstead, Juan Sebastian Rios, Joseph Seering, Jessica Hammer | 15m |
Systematic review searches 11 databases, narrows 922 initial hits to 55 final papers, and codes studies by focus (viewer, streamer, platform), method (mapped… | ||
| Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows | Soomin Kim, Gyuho Lee, Seo-young Lee, Seo-young Lee, Sanghyuk Lee, Sanghyuk Lee, Joonhwan Lee | 14m |
Mixed-methods study uses 16 semi-structured interviews and a survey of 296 regular players and finds seven motivations with five validated by factor analysis… | ||
| Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition Research | Aditya Ponnada, Seth Cooper, Binod Thapa-Chhetry, Josh Aaron Miller, Dinesh John, Stephen S. Intille | 14m |
Two web-based human computation games are built to let casual players label raw wrist accelerometer traces: a rhythm game Mobots and a puzzle aligner… | ||
| A Framework for Motivating Sketching Practice with Sketch-based Gameplay | Blake Williford, Matthew Runyon, Josh Cherian, Wayne K Li, Julie Linsey, Tracy Hammond | 14m |
Presents a grounded framework that identifies four motivation categories—achievement, competition, communication, creativity—and tests two interventions: a… | ||
| Game Dynamics that Support Snacking, not Feasting | Dmitry Alexandrovsky, Maximilian Achim Friehs, Max V. Birk, rowan k yates, Regan L. Mandryk | 13m |
Content analysis of 22 commercial casual games using the MDA framework yields five dynamics and a claim that Instant Rewards, Novelty, and Waiting can be added… | ||
| Modeling Individual and Team Behavior through Spatio-temporal Analysis | Sabbir Ahmad, Andy Bryant, Erica Kleinman, Zhaoqing Teng, Truong-Huy D Nguyen, Magy Seif El-Nasr | 14m |
A new methodology called Interactive Behavior Analytics (IBA) combines a custom labeler StratMapper and a visualization tool Glyph with Dynamic Time Warping… | ||
| Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games | Karsten Gielis, Katrien Verbert, Jos Tournoy, Vero Vanden Abeele | 16m |
Built a computer-vision auto-labeler that extracts play traces from commercial FreeCell and engineers features; trained a Logistic Regression classifier on… | ||
| Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data ... | Nour Halabi, Günter Wallner, Pejman Mirza-Babaei | 15m |
Aggregated Infinite Mario playtesting data combines player trajectories, GSR arousal (yellow→red), and clustered event icons; four visual designs vary shading… | ||
| Movement Empowerment in a Multiplayer Mixed-Reality Trampoline Game | Lauri Lehtonen, Maximus D. Kaos, Raine Kajastila, Leo Holsti, Janne Karsisto, Sami Pekkola, Joni Vähämäki, Lassi Vapaakallio, Perttu Hämäläinen | 14m |
A networked trampoline system exaggerates jump height to give players clear, controllable superhuman movement; the team builds a dual-trampoline setup with a… | ||
| Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience | Alena Denisova, Eliott Cook | 14m |
Randomized between-subject experiment uses a modified survival shooter (Nightmares) with three conditions: baseline, implemented offensive power-ups (double… | ||
| Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience | Kieran Hicks, Kathrin Gerling, Patrick Dickinson, Vero Vanden Abeele | 16m |
Two controlled studies compare visual embellishments in two purpose-built games (40 participants: Frogger-like Cuber and Dungeon Descent) and a commercial mod… | ||
| Minecraft as AI Playground and Laboratory | Katja Hofmann | 01h 09m |
Minecraft serves as an open, diverse testbed with ~100 million monthly users and an open‑source platform called Project Malmo that lets researchers plug in… | ||
| Factors to Consider for Tailored Gamification | Stuart Hallifax, Audrey Serna, Jean-Charles Marty, Guillaume Lavoué, Élise Lavoué | 17m |
Crowdsourced experiment with 300 participants uses paired comparisons across 12 game elements (66 forced-choice pairs) and three user typologies, analyzed with… | ||
| User Guided Movement Analysis in Games using Semantic Trajectories | Ruben Schertler, Simone Kriglstein, Günter Wallner | 16m |
A Unity plugin extracts semantic trajectories from raw player paths, groups them with hierarchical clustering using the longest common subsequence, and… | ||
| Effects of Background Music on Risk-Taking and General Player Experience | Katja Rogers, Matthias Jörg, Michael Weber | 15m |
A mixed-design study with N=60 mixed-design study builds a six-level platformer where each level offers a safe retriable route or a risky no-retry route… | ||
| A Canvas for Participation-Centered Game Design | Luis Lucas Pereira, Rui Craveirinha, Licinio Roque | 15m |
A paper proposes a paper canvas of six perspectives (playfulness, challenge, embodiment, sensemaking, sensorality, sociability) split across six A4 sheets with… | ||
| Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games | Colby Johanson, Carl Gutwin, Regan L. Mandryk, Jason T Bowey | 15m |
Study uses a Super Hexagon clone to compare continuous practice with spaced practice across 105 novice players who train for 20 minutes total over four… | ||
| The Creativity Process behind GRIS | Adrián Cuevas | 59m |
A wordless platformer that maps grief through changing color, sound and movement rather than exposition, built as a 15‑minute prototype shown at Gamescom and… | ||
| Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic ... | Jingya Li, Jingya Li, Jun Hu, Erik van der Spek, Loe Feijs | 13m |
Prototype uses a phone to scan a paper workbook, spawns animals that ask math questions, and lets children steer them either by screen-touch vs tangible… | ||
| Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival ... | Jie Cai, Donghee Yvette Wohn, Guo Freeman | 14m |
Survey of 215 players of free-to-play Fortnite links purchasing to identity not advantage finding younger players more likely to buy and total tenure with the… | ||
| Player Characteristics and Video Game Preferences | Gustavo F. Tondello, Lennart E. Nacke | 16m |
Study combines two datasets (N=188 and N=332) to produce a 25-item validated scale of player traits and tests whether those trait scores predict actual game… | ||
| Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players | Zhuoming Zhou, Elena Márquez Segura, Jared Duval, Michael John, Katherine Isbister | 13m |
Astaire is a hybrid mixed-reality dance game running on an HTC Vive where one player wears the headset (VR in with controllers on wrists) and the other watches… | ||
| Notification in VR: The Effect of Notification Placement, Task and Environment | Rufat Rzayev, Sven Mayer, Christian Krauter, Niels Henze | 13m |
A 24-participant VR user study implements four notification placements (heads-up display, on-body, floating, in-situ), three tasks (game, learning, problem… | ||
| Incremental Game Mechanics Applied to Text Annotation | Christopher James Madge, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio | 15m |
An incremental clicker built for part‑of‑speech annotation called WordClicker maps jars of word categories to token labels, includes a shop and upgrades that… | ||
| Towards Age-friendly Exergame Design: The Role of Familiarity | Hao Zhang, Qiong Wu, Chunyan Miao, Zhiqi Shen, Cyril Leung | 14m |
Field study with 59 Singaporean older adults tests four custom upper‑limb exergames — Basketball Genius, Escape Room, Ping Pong, Flying Eagle — and defines… | ||
| Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities | Oliver James Scholten, Nathan Gerard Jayy Hughes, Sebastian Deterding, Anders Drachen, James Alfred Walker, David I Zendle | 13m |
Survey of popular Ethereum-based games (sample includes Gods Unchained and CryptoKitties) maps on-chain transactions to concrete mechanics, uses publicly… | ||
| Peer Feedback Processes in the Game Industry | Joseph Seering, Ray Mayol, Erik Harpstead, Tianying Chen, Amy Cook, Jessica Hammer | 14m |
Interviews at two studios (one ~50‑person mobile studio, 10 interviews; one ~15‑person serious‑games studio, 2 interviews) produce a concrete six‑stage peer… | ||
| Recognizing Emotional Expression in Game Streams | Shaghayegh Roohi, Elisa D. Mekler, Mikke Tavast, Tatu Blomqvist, Perttu Hämäläinen | 15m |
A multimodal system labels emotional events in game streams using neural facial-expression analysis, transcript sentiment, voice-emotion models and low-level… | ||
| The Surrogate Body in Play | Katta Spiel, Kathrin Gerling | 15m |
Argues that cinematic surrogate body theory needs modification for games because players not only lend emotion but also lend actions as well as affect to game… | ||
| "Horror, guilt and shame" -- Uncomfortable Experiences in Digital Games | Chad Phoenix Rose Gowler, Ioanna Iacovides | 15m |
An online survey (N=95) of players of Papers, Please, Darkest Dungeon and Fallout 4 identifies five concrete ways games create discomfort: persistent pressure… | ||
| The Role of Uncertainty in Moment-to-Moment Player Motivation: A Grounded Theory | Shringi Kumari, Sebastian Deterding, Jonathan Freeman | 16m |
Argues that moment-to-moment motivation in games centers on seven types of uncertainty derived from a constructivist grounded theory of 13 players, using… | ||
| Representation and Frequency of Player Choice in Player-Oriented Dynamic Difficulty Adjustment ... | Dennis Ang, Alex Mitchell | 13m |
Claim: shifting difficulty control to players can hurt player experience depending on how choices are shown and how often they appear. Method: controlled 3x2… | ||
| Fiddling, Pointing, Hovering, and Sliding: Embodied Actions with Three Evaluation Tools for Children | Cristina Maria Sylla, Elena Márquez Segura, Akeiylah DeWitt, Ahmed Sabbir Arif, Eva Irene Brooks | 09m |
Thirty-six preschoolers aged three to six rate Painting, Construction Blocks, and Musical Chairs with three tools: Five Degrees of Happiness, a Sticky Ladder… | ||
| Exploring Emotional Attachment to Game Characters | Julia Ayumi Bopp, Livia J. Müller, Lena Fanya Aeschbach, Klaus Opwis, Elisa D. Mekler | 15m |
An online survey with 213 players uses eight open-answer questions and inductive thematic analysis to claim there are seven distinct forms of attachment to… | ||
| iGYM: An Interactive Floor Projection System for Inclusive Exergame Environments | Roland Graf, Pallavi Benawri, Amy E Whitesall, Dashiell Carichner, Zixuan Li, Michael Nebeling, Hun Seok Kim | 14m |
An interactive floor projection called iGYM maps each player’s peripersonal circle and uses physics-based, adjustable game mechanics plus a wearable kick… | ||
| "It Started as a Joke": On the Design of Idle Games | Katta Spiel, Sultan A. Alharthi, Andrew Jian-lan Cen, Jessica Hammer, Lennart E. Nacke, Phoebe O. Toups Dugas, Z O. Toups, Tess Tanenbaum, Theresa Jean Tanenbaum | 15m |
Interviews with six developers, play of 13 idle games, and thematic analysis produce concrete claims: many idle games encode a paradigm shift from a single… | ||
| Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay | Argenis Ramirez Gomez, Hans Gellersen | 17m |
Built a playable toolkit, Twileyed, of three eye-tracked mini-games (Witches, Dorian Gray, Jekyll & Hyde) that require keyboard for movement and gaze for core… | ||
| nothing matches | ||