CHI PLAY 2020
2020-11-02..2020-11-04
-- online --
CHI PLAY ·
[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
| title | author | length |
|---|---|---|
| CHI PLAY 2020 Teaser | 02m | |
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… | ||
| Toxic Behaviors in Team-Based Competitive Gaming | Yubo Kou | 05m |
Study of League of Legends uses online data analysis to derive a player-centered taxonomy that replaces the stagnant 2012 report categories, producing five… | ||
| A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth | Cassandra Folkins, Emily Read, Jeff Mundee, Max V. Birk, Scott Bateman | 06m |
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… | ||
| 3PP-R: Enabling Natural Movement in 3rd Person Virtual Reality | Inan Evin, Toni Pesola, Maximus D. Kaos, Tuukka M. Takala, Perttu Hämäläinen | 06m |
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… | ||
| Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology | Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, Lennart E. Nacke | 06m |
Two experiments test audiovisual thematic cohesion with N=109 participants across four audio conditions (no music baseline, original cohesive soundtrack, happy… | ||
| HexArcade: Predicting Hexad User Types By Using Gameful Applications | Maximilian Altmeyer, Gustavo F. Tondello, Antonio Krüger, Lennart E. Nacke | 06m |
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… | ||
| "Let’s Get Physiological, Physiological!": A Systematic Review of Affective Gaming | Raquel Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, Regan L. Mandryk | 06m |
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… | ||
| Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters | Daniel de Melo Pimentel, Sri Kalyanaraman | 07m |
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… | ||
| Risking Treasure: Testing Loss Aversion in an Adventure Game | Natanael Bandeira Romão, Cody J. Phillips, Madison Klarkowski, Regan L. Mandryk, Carl Gutwin, Andy Cockburn | 06m |
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… | ||
| I Don’t Care as Long as It’s Good: Player Preferences for Real-Time and Turn-Based Combat ... | Ville Mäkelä, Albrecht Schmidt | 06m |
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… | ||
| DigiGlo: Exploring the Palm as an Input and Display Mechanism through Digital Gloves | Julia Chatain, Danielle M. Sisserman, Lea Reichardt, Violaine Fayolle, Manu Kapur, Robert W. Sumner, Fabio Zünd, Amit H. Bermano | 06m |
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… | ||
| My Little Robot: User Preferences in Game Agent Customization | Sonam Adinolf, Peta Wyeth, Ross Brown, Joel Harman | 05m |
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… | ||
| Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive ... | Nitesh Javvaji, Casper Harteveld, Magy Seif El-Nasr | 06m |
Combines expert-driven consolidation of high-frequency telemetry with the Glyph visualization system to compress raw logs into interpretable state sequences… | ||
| A Review of Gamified Fitness Tracker Apps and Future Directions | Aatish Neupane, Derek Hansen, Anud Sharma, Jerry Alan Fails, Bikalpa Neupane, Jeremy Beutler | 06m |
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… | ||
| Visual Delegates – Enhancing Player Perception by Visually Delegating Player Character Sensation | Sebastian Msztal, Guillermo Carbonell, Jonas Schild | 06m |
Grounded theory coding of 102 character-centered games identifies how visualizations substitute for nonvisual character sensations and offers a concrete… | ||
| Pre-eating Play: Fabrication Experiences for Playful Human–Food Interaction | Michinari Kono, Norio Sasaki, Osamu Kabashima, Junichi Yamaoka | 06m |
Surveys playful snack products and maps four concrete design moves: shape customization, optional challenges, nonmandatory play, and taste as secondary… | ||
| Artificial Players in the Design Process: Developing an automated testing tool for game level ... | Samantha Stahlke, Atiya Nova, Pejman Mirza-Babaei | 05m |
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… | ||
| Can Children Emulate a Robotic Non-Player Character’s Figural Creativity? | Safinah Ali, Hae Won Park, Cynthia Breazeal | 06m |
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… | ||
| SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & Experts | Robby van Delden, Danny Plass-Oude Bos, Antje Jacoba Vivian (Vivianne), Koen Vogel, Randy Klaassen, Nynke Zwart, Joyce Faber, Boony Thio, Mattienne van der Kamp | 06m |
A suite of 11 breathing-game metaphors targets three spirometry measures—inhalation, peak expiration, complete exhalation—and three metaphors are fully… | ||
| Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills | Chris Cox | 06m |
A three month project produces the educational game Investigate: Tudors, a spy adventure RPG whose mechanics are explicitly derived from note taking theories… | ||
| Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch | Jeroen Ooge, Robin De Croon, Katrien Verbert, Vero Vanden Abeele | 06m |
Validation of Dutch questionnaires with 402 Dutch adolescents shows the Big Five measures (using BFI-44 and BFI-10) retain recognizable factor structure but… | ||
| Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency | Jan B. Vornhagen, April Tyack, Elisa D. Mekler | 06m |
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… | ||
| Flexing Muscles in Virtual Reality: Effects of Avatars’ Muscular Appearance on Physical Performance | Martin Kocur, Melanie Kloss, Valentin Schwind, Christian Wolff, Niels Henze | 06m |
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… | ||
| Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant ... | Martin Flintham, Richard Hyde, Paul Tennent, Jan-Hinrik Meyer-Sahling, Stuart Moran | 06m |
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… | ||
| A Virtual Space for All: Exploring Children’s Experience in Social Virtual Reality | Divine Maloney, Guo Freeman, Andrew Robb | 06m |
80 hours of participatory observation across AltspaceVR, Rec Room, VRChat finds minors forming strong emotional bonds through hugs, shared secrets, and play… | ||
| Reconnecting with Food Through Dining Play | Yi Ling (Ellie) Tai, Deepti Aggarwal, Rohit Ashok Khot | 06m |
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… | ||
| Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of “Playing a Game” | Louise Petersen Matjeka, Florian 'Floyd' Mueller | 06m |
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… | ||
| Is a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer Game | Brandon Piller, Colby Johanson, Cody J. Phillips, Carl Gutwin, Regan L. Mandryk | 06m |
Built a custom 2D platformer with wall-jump swing and grapple mechanics and run two experiments: one compares spaced versus continuous practice across four… | ||
| Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite | Lingyuan Li, Guo Freeman, Donghee Yvette Wohn | 06m |
Survey (N=247) and interviews (N=11) analyze Fortnite spending and find concrete links: identifiability increases spending, self-disclosure decreases spending… | ||
| Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure Therapy | Dmitry Alexandrovsky, Georg Volkmar, Maximilian Spliethöver, Stefan Finke, Marc Herrlich, Tanja Döring, Jan David Smeddinck, Rainer Malaka | 06m |
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… | ||
| Gaming the Name: Player Strategies for Adapting to Name Constraints in Online Videogames | Katreen Boustani, Anne C. Tally, Yu Ra Kim, Christena Nippert-Eng | 06m |
Interviews with 29 players identify four concrete constraints—unique name requirements, character limits, language filters, and content moderation—and… | ||
| More than Looking: Using Eye Movements Behind the Eyelids as a New Game Mechanic | Argenis Ramirez Gomez, Hans Gellersen | 06m |
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… | ||
| Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation | Robert Cuthbert, Selen Turkay, Ross Brown, Daniel Johnson, Roger Altizer, Mathilde Desselle | 06m |
Two ideation sessions using Altizers Design Box with health professionals and burn survivors identify unanimous frustration with current rehab tools and… | ||
| Intuitive Interaction with Motion Controls in a Tennis Video Game | Mitchell McEwan, Alethea Blackler, Peta Wyeth, Daniel Johnson | 06m |
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… | ||
| Toward Live Streamed Improvisational Game Experiences | Chance Lytle, Parker Ramsey, Joey Yeo, Trace Dressen, Dong hyun Kang, Brenda Bakker Harger | 04m |
A streaming system called StAGE links onstage improvisers, an off-screen co-present host, and a remote Twitch audience; researchers build and playtest four… | ||
| A Grounded Analysis of Player-Described Board Game Immersion | Timea Farkas, Sarah Wiseman, Paul Cairns, Rebecca Fiebrink | 06m |
Grounded theory analysis of 220 forum comments plus five interviews identifies two concrete immersion modes: Engrossment in Challenge (strategic focus… | ||
| Social Gaze in Minimalist Games | Michael Lankes | 06m |
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)… | ||
| The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player ... | Katja Rogers, Maximilian Milo, Michael Weber, Lennart E. Nacke | 06m |
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… | ||
| Predicting Game Difficulty and Churn Without Players | Shaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen | 06m |
Combines Deep Reinforcement Learning gameplay with a simple population simulator (skill, persistence, boredom) to predict per-level pass and churn for Angry… | ||
| Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data | Daniel MacCormick, Loutfouz Zaman | 06m |
Echo reconstructs gameplay sessions from recorded log files and replays them with the original game assets, letting users view multiple sessions, change camera… | ||
| Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users | Divine Maloney, Guo Freeman | 05m |
Qualitative interview study of 30 social VR users across VR chat, AltspaceVR and rec room finds that full-body tracked avatars enable surprisingly meaningful… | ||
| Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour | Leen Van Houdt, Martijn Millecamp, Katrien Verbert, Vero Vanden Abeele | 05m |
A gamified mobile app with four strategies (goal-setting actions and daily challenges, progression via levels, points and avatar purchases, skip option) is… | ||
| Ice Paddles, CO2 Invaders, and Exploding Planets | Giovanni M. Troiano, Dylan Schouten, Michael Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld | 06m |
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… | ||
| A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce ... | Stefan Liszio, Oliver Basu, Maic Masuch | 06m |
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… | ||
| Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps | Günter Wallner, Simone Kriglstein | 06m |
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… | ||
| Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR | Andrey Krekhov, Daniel Preuß, Sebastian Cmentowski, Jens Krüger | 06m |
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… | ||
| A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training Games | Helen Wauck, Brian S. Woodard, Ziang Xiao, Tifany Wenting Li, Brian P. Bailey | 05m |
Controlled study with 490 students compares three interventions: Homeworld Bound: Redux, digital spatial workbook exercises, and a programming lab control… | ||
| Plastic Butons, Complex People: An Ethnomethodology informed Ethnography of a Video Game Museum | Velvet Spors, Gisela Reyes Cruz, H R Cameron, Martin Flintham, Pat Brundell, David Murphy | 06m |
Ethnomethodology-informed ethnography at the National Videogame Museum accompanies 11 groups over 4 weeks to show how co-located play is achieved through… | ||
| A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games | Cale J. Passmore, Matthew K. Miller, Jun Liu, Cody J. Phillips, Regan L. Mandryk | 06m |
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… | ||
| nothing matches | ||