~/conference

CHI PLAY 2020

date:2020-11-02..2020-11-04
location:-- online --
series:CHI PLAY · 4 editions
editions:[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
titleauthorlength
CHI PLAY 2020 Teaser02m
A brief promotional teaser for CHI PLAY 2020 that shows conference branding and a link to the event website but makes no methodological claims or research…
Promo
Toxic Behaviors in Team-Based Competitive GamingYubo Kou05m
Study of League of Legends uses online data analysis to derive a player-centered taxonomy that replaces the stagnant 2012 report categories, producing five…
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A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among YouthCassandra Folkins, Emily Read, Jeff Mundee, Max V. Birk, Scott Bateman06m
A point-and-click adventure game called Journey Through Carrington House is built to counter ageist views and attract workers to nursing homes by putting…
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3PP-R: Enabling Natural Movement in 3rd Person Virtual RealityInan Evin, Toni Pesola, Maximus D. Kaos, Tuukka M. Takala, Perttu Hämäläinen06m
A 3rd-person VR display floats as a mini world in front of the user and orbits when the user turns so the avatar stays visible while the rest of the scene…
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Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and PsychophysiologyGiovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, Lennart E. Nacke06m
Two experiments test audiovisual thematic cohesion with N=109 participants across four audio conditions (no music baseline, original cohesive soundtrack, happy…
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HexArcade: Predicting Hexad User Types By Using Gameful ApplicationsMaximilian Altmeyer, Gustavo F. Tondello, Antonio Krüger, Lennart E. Nacke06m
Study uses two web games — Cloud Clicker and Snowball Shooter — with N=147 to predict Hexad types instead of the 24‑item questionnaire, measuring behaviour…
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"Let’s Get Physiological, Physiological!": A Systematic Review of Affective GamingRaquel Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, Regan L. Mandryk06m
Systematic review of 162 papers (from 52,834 hits) claims affective gaming is nascent but promising and introduces the affective game loop to classify how…
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Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player CharactersDaniel de Melo Pimentel, Sri Kalyanaraman07m
A custom Unity space exploration game has 34 participants create an enemy NPC as either confidence or anxiety then capture and poison it; galvanic skin…
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Risking Treasure: Testing Loss Aversion in an Adventure GameNatanael Bandeira Romão, Cody J. Phillips, Madison Klarkowski, Regan L. Mandryk, Carl Gutwin, Andy Cockburn06m
Built a 2D Zelda-like game Small Adventure (Unity) with 18 wager decision points using in-game gold and 50% chance bets at varied win:loss ratios. Players…
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I Don’t Care as Long as It’s Good: Player Preferences for Real-Time and Turn-Based Combat ...Ville Mäkelä, Albrecht Schmidt06m
Content analysis of 546 posts from 17 threads compares three combat categories—real-time (RT), turn-based (TB), and real-time with pause (RTwP)—and reports…
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DigiGlo: Exploring the Palm as an Input and Display Mechanism through Digital GlovesJulia Chatain, Danielle M. Sisserman, Lea Reichardt, Violaine Fayolle, Manu Kapur, Robert W. Sumner, Fabio Zünd, Amit H. Bermano06m
Built a prototype Digital Gloves called DigiGlo and a VR implementation that co-locates hand display and input, with three activities: a pinball-like Space…
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My Little Robot: User Preferences in Game Agent CustomizationSonam Adinolf, Peta Wyeth, Ross Brown, Joel Harman05m
Two studies test how many customization options users actually want: a pilot Androidify web app lab study (N=15) with eye tracking shows top and bottom…
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Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive ...Nitesh Javvaji, Casper Harteveld, Magy Seif El-Nasr06m
Combines expert-driven consolidation of high-frequency telemetry with the Glyph visualization system to compress raw logs into interpretable state sequences…
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A Review of Gamified Fitness Tracker Apps and Future DirectionsAatish Neupane, Derek Hansen, Anud Sharma, Jerry Alan Fails, Bikalpa Neupane, Jeremy Beutler06m
Systematic review of 103 apps that use smartphone, smartwatch, or wearable step counts identifies which game elements co-occur and which are scarce. Two raters…
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Visual Delegates – Enhancing Player Perception by Visually Delegating Player Character SensationSebastian Msztal, Guillermo Carbonell, Jonas Schild06m
Grounded theory coding of 102 character-centered games identifies how visualizations substitute for nonvisual character sensations and offers a concrete…
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Pre-eating Play: Fabrication Experiences for Playful Human–Food InteractionMichinari Kono, Norio Sasaki, Osamu Kabashima, Junichi Yamaoka06m
Surveys playful snack products and maps four concrete design moves: shape customization, optional challenges, nonmandatory play, and taste as secondary…
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Artificial Players in the Design Process: Developing an automated testing tool for game level ...Samantha Stahlke, Atiya Nova, Pejman Mirza-Babaei05m
PathOS is a free Unity extension that simulates player navigation with agents built from a simple expert system modeling sight, memory, and personality to cull…
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Can Children Emulate a Robotic Non-Player Character’s Figural Creativity?Safinah Ali, Hae Won Park, Cynthia Breazeal06m
Built a collaborative drawing game Magic Draw that pairs children (ages 5–10) with an emotive social robot using the generative model sketchRNN to convert…
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SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & ExpertsRobby van Delden, Danny Plass-Oude Bos, Antje Jacoba Vivian (Vivianne), Koen Vogel, Randy Klaassen, Nynke Zwart, Joyce Faber, Boony Thio, Mattienne van der Kamp06m
A suite of 11 breathing-game metaphors targets three spirometry measures—inhalation, peak expiration, complete exhalation—and three metaphors are fully…
Talk
Designing a Game to Help Higher Education Students Develop Their Note-Taking SkillsChris Cox06m
A three month project produces the educational game Investigate: Tudors, a spy adventure RPG whose mechanics are explicitly derived from note taking theories…
Talk
Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in DutchJeroen Ooge, Robin De Croon, Katrien Verbert, Vero Vanden Abeele06m
Validation of Dutch questionnaires with 402 Dutch adolescents shows the Big Five measures (using BFI-44 and BFI-10) retain recognizable factor structure but…
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Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More TransparencyJan B. Vornhagen, April Tyack, Elisa D. Mekler06m
A systematic audit of 119 CHI PLAY papers shows concrete problems: over half lack explicit hypotheses, many omit sample size and test details, and selective…
Talk
Flexing Muscles in Virtual Reality: Effects of Avatars’ Muscular Appearance on Physical PerformanceMartin Kocur, Melanie Kloss, Valentin Schwind, Christian Wolff, Niels Henze06m
Study with 30 participants measures isometric hold for 60 seconds with 1 kg per hand at 90° shoulder abduction, Borg RPE, dynamometer grip strength, and JND…
Talk
Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant ...Martin Flintham, Richard Hyde, Paul Tennent, Jan-Hinrik Meyer-Sahling, Stuart Moran06m
A room-scale VR game called Corrupt Kitchen places players in a café with time pressure, multitasking and choices like hiring illegal staff or bribing an…
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A Virtual Space for All: Exploring Children’s Experience in Social Virtual RealityDivine Maloney, Guo Freeman, Andrew Robb06m
80 hours of participatory observation across AltspaceVR, Rec Room, VRChat finds minors forming strong emotional bonds through hugs, shared secrets, and play…
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Reconnecting with Food Through Dining PlayYi Ling (Ellie) Tai, Deepti Aggarwal, Rohit Ashok Khot06m
A pair of dining-play prototypes makes invisible food facts tangible: Caesar on a Skewer rearranges salad from least to most water use (coffee example cited as…
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Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of “Playing a Game”Louise Petersen Matjeka, Florian 'Floyd' Mueller06m
Argues that Danish distinguishes two verbs (At lege, playful; At spille, gameful) and two nouns (En leg, open play; Et spil, structured game) producing four…
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Is a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer GameBrandon Piller, Colby Johanson, Cody J. Phillips, Carl Gutwin, Regan L. Mandryk06m
Built a custom 2D platformer with wall-jump swing and grapple mechanics and run two experiments: one compares spaced versus continuous practice across four…
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Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in FortniteLingyuan Li, Guo Freeman, Donghee Yvette Wohn06m
Survey (N=247) and interviews (N=11) analyze Fortnite spending and find concrete links: identifiability increases spending, self-disclosure decreases spending…
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Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure TherapyDmitry Alexandrovsky, Georg Volkmar, Maximilian Spliethöver, Stefan Finke, Marc Herrlich, Tanja Döring, Jan David Smeddinck, Rainer Malaka06m
A two-step VR system splits treatment into a design phase where patients build a terrain with a VR editor and an exposure phase where they re-enter it; a lab…
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Gaming the Name: Player Strategies for Adapting to Name Constraints in Online VideogamesKatreen Boustani, Anne C. Tally, Yu Ra Kim, Christena Nippert-Eng06m
Interviews with 29 players identify four concrete constraints—unique name requirements, character limits, language filters, and content moderation—and…
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More than Looking: Using Eye Movements Behind the Eyelids as a New Game MechanicArgenis Ramirez Gomez, Hans Gellersen06m
KryptonEyed is a prototype mini-game that forces players to close their eyes, roll them behind the eyelids and open to aim a gaze-triggered teleport; enemies…
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Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn RehabilitationRobert Cuthbert, Selen Turkay, Ross Brown, Daniel Johnson, Roger Altizer, Mathilde Desselle06m
Two ideation sessions using Altizers Design Box with health professionals and burn survivors identify unanimous frustration with current rehab tools and…
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Intuitive Interaction with Motion Controls in a Tennis Video GameMitchell McEwan, Alethea Blackler, Peta Wyeth, Daniel Johnson06m
Repeated-measures experiment N=120 uses Virtua Tennis 4 with Kinect, PlayStation Move, and a Move inside a plastic foam racket (Racket Shell Move) and analyzes…
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Toward Live Streamed Improvisational Game ExperiencesChance Lytle, Parker Ramsey, Joey Yeo, Trace Dressen, Dong hyun Kang, Brenda Bakker Harger04m
A streaming system called StAGE links onstage improvisers, an off-screen co-present host, and a remote Twitch audience; researchers build and playtest four…
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A Grounded Analysis of Player-Described Board Game ImmersionTimea Farkas, Sarah Wiseman, Paul Cairns, Rebecca Fiebrink06m
Grounded theory analysis of 220 forum comments plus five interviews identifies two concrete immersion modes: Engrossment in Challenge (strategic focus…
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Social Gaze in Minimalist GamesMichael Lankes06m
A simple prototype implements three levels that map Vidal’s gaze concepts to mechanics: joint attention (triangles orient and move toward a looked-at circle)…
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The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player ...Katja Rogers, Maximilian Milo, Michael Weber, Lennart E. Nacke06m
A between‑participants user study with N=64 uses a bow-and-arrow tower-defense VR build to compare play with and without music, measuring retrospective time…
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Predicting Game Difficulty and Churn Without PlayersShaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen06m
Combines Deep Reinforcement Learning gameplay with a simple population simulator (skill, persistence, boredom) to predict per-level pass and churn for Angry…
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Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded DataDaniel MacCormick, Loutfouz Zaman06m
Echo reconstructs gameplay sessions from recorded log files and replays them with the original game assets, letting users view multiple sessions, change camera…
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Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to UsersDivine Maloney, Guo Freeman05m
Qualitative interview study of 30 social VR users across VR chat, AltspaceVR and rec room finds that full-body tracked avatars enable surprisingly meaningful…
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Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental BehaviourLeen Van Houdt, Martijn Millecamp, Katrien Verbert, Vero Vanden Abeele05m
A gamified mobile app with four strategies (goal-setting actions and daily challenges, progression via levels, points and avatar purchases, skip option) is…
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Ice Paddles, CO2 Invaders, and Exploding PlanetsGiovanni M. Troiano, Dylan Schouten, Michael Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld06m
Analysis of 391 Scratch games from 8th graders uses Triadic Game Design and a simple -/=/+ coding to show how reality, meaning and play are balanced; popular…
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A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce ...Stefan Liszio, Oliver Basu, Maic Masuch06m
Child-centered design yields an in-bore VR game built for children undergoing MRI that aims to reduce sedation and improve cooperation. Design comes from two…
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Multivariate Visualization of Game Metrics: An Evaluation of Hexbin MapsGünter Wallner, Simone Kriglstein06m
Hexbin maps pair hexagonal binning with Wurman Dot glyphs to encode up to four game metrics per region, tested on a Starcraft RTS dataset with five map…
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Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VRAndrey Krekhov, Daniel Preuß, Sebastian Cmentowski, Jens Krüger06m
Built a physical one-way mirror combined with a silhouette algorithm that renders dark silhouette blobs at the law-of-reflection–computed positions while a…
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A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training GamesHelen Wauck, Brian S. Woodard, Ziang Xiao, Tifany Wenting Li, Brian P. Bailey05m
Controlled study with 490 students compares three interventions: Homeworld Bound: Redux, digital spatial workbook exercises, and a programming lab control…
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Plastic Butons, Complex People: An Ethnomethodology informed Ethnography of a Video Game MuseumVelvet Spors, Gisela Reyes Cruz, H R Cameron, Martin Flintham, Pat Brundell, David Murphy06m
Ethnomethodology-informed ethnography at the National Videogame Museum accompanies 11 groups over 4 weeks to show how co-located play is achieved through…
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A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player GamesCale J. Passmore, Matthew K. Miller, Jun Liu, Cody J. Phillips, Regan L. Mandryk06m
Survey of 188 U.S. players uses mixed methods — surveys, guided recall, and qualitative coding mapped onto a valence/arousal space — and finds 94% report…
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