~/conference

CHI PLAY 2023

date:2023-10-10..2023-10-13
location:-- online --
series:CHI PLAY · 4 editions
editions:[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
titleauthorlength
Biofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for PlayJoshua Newn, Madison Klarkowski03m
Paper formalizes social awareness as a distinct design dimension for biofeedback-driven multiplayer games and surveys prior work to ground that claim, citing…
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Exploring color blindness simulations as tools to create chromatically accessible gamesWindson Viana08m
Three empirical studies evaluate color-blindness simulation tools for mobile games, comparing a desktop simulator and a Google Cardboard AR simulation and…
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The Consistency of Gamification User Types: A Study on the Change of Preferences over TimeAna Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani08m
A two-phase online survey with a pilot, attention check, and an extra teen dataset collects 118 valid responses and repeats measures after six months. Results…
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coPlay: Big Purpose Dreaming Plays With Pop Culture AvatarsManori (Em) Perera01h 50m
Workshop condenses a four‑week practice into a 2‑hour pilot that uses a co‑play buddy system and a pop culture avatar deck to reframe personal or project…
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Using Open Game Data to Understand Game-Based LearningErik Harpstead, David Gagnon, Magy Seif El-Nasr, Luke Swanson02h 02m
Field Day publishes Headlines and High Water telemetry to the Open Game Data Project and uses Jupyter notebooks to analyze thousands of plays per week. Logs…
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Action RPG game space created by listening and movement: Spatial exploration and cognition of...Miyuki Tanaka03m
Analysis uses a recorded playthrough and player commentary of Last of Us Part II plus detailed ELAN annotations to trace audio cues, timestamps, and movement…
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Cool Little Playable Things - Supporting Transformational Games Outside Formal ContextsKutub Gandhi03m
Argues that academic literature lacks guidance for games meant to be stumbled upon outside schools and proposes to analyze existing discovered transformational…
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Designing for Digital Hybridisation of Theatre: A Doctoral Consortium SubmissionGerard T Mulvany03m
Research program uses game engine technologies to hybridise three Malthouse Theatre productions: one (Because the Night) is fully digitised with 360 video…
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DHH People in Co-located Collaborative Multiplayer AR EnvironmentsSanzida Mojib Luna03m
About 5% of the world population (about 430 million DHH) motivates a study that runs one gameplay experiment plus one-on-one interviews in a co-located…
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The Future of Generative AI: How GenAI Would Change Human-Computer Co-Creation in the Next 10 to...Yuxuan Huang03m
Research explores how GenAI reshapes human-computer co-creation over 10–15 years by using ChatGPT to draft scenarios, Stable Diffusion to render comic panels…
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Understanding women’s success in eSports in the MENA regionJihane Floriane ElHarizi03m
Study maps how women actually reach top roles in MMEA esports by interviewing practitioners across the region and testing hypotheses about skills, education…
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When Games Become Inaccessible. A Constructive Grounded Theory on Stuckness in VideogamesFrancesca Foffano03m
Nine interviews using a constructive grounded theory produce 37 coded examples and an in-progress model that describes stuckness in four phases — expectations…
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Game with Breathing Control System for Learning Circular BreathingShiina Takano, Arinobu Niijima03m
A wearable system named Fulow uses two cheek vibrators driven by laptop-generated pulse waves and an amplifier to involuntarily push air from the mouth, with…
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GameAware Streaming InterfacesNoor Hammad, Erik Harpstead, Jessica Hammer03m
MARS renders a metadata-augmented overlay that streams real-time game state to each viewer, letting viewers independently inspect and alter what they see…
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Lottery and Sprint: Generate a Board Game with Design Sprint Method on AutoGPTMaya Grace Torii, Takahito Murakami, Yoichi Ochiai03m
Auto GPT plus a customized Design Sprint process generates and iterates complete board games: Auto GPT scrapes online games, produces rule sets in a lottery…
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Trouble Maker: Truth or Dare Prompt Generator Based on Markov ChainYibo Fu, Yuqing Liang, Harpreet Sareen03m
An open-source physical device called Trouble Maker generates Truth-or-Dare prompts with a single button press, uses a lightweight Markov chain algorithm…
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Creative Console: A Player-driven Game Based on A Modular Fast-Evolving-And-Verifying FrameworkKe Fang, Jinsheng Jiang, Xing Sun, Yuqing Chen, Jiajia He, Lei Huang08m
Creative Console is a programming-free authoring game that lets players assemble and playtest game components in ~3-minute FEAV module loops and produce full…
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Small Latency Variations do not Affect Player Performance in First-Person ShootersAndreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, Niels Henze07m
Claim: small continuous jitter of about ±50 ms variation does not change aiming performance in a fast FPS. Method: a within‑subject experiment with 28…
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The Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes GenerationMário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, Elisa Rubegni08m
An autonomous system named Solato generates music and images simultaneously using rule-based mechanics plus procedural content grids of 3D assets and musical…
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The Effects of Latency and In-Game Perspective on Player Performance and Game ExperienceDavid Halbhuber, Philipp Schauhuber, Valentin Schwind, Niels Henze08m
Study builds a custom shooting game with First-Person, Third-Person, and Bird's-Eye perspectives, tests N=36 within-subjects at system and artificially high…
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''I'm the leader and I'm going to save the world'' --- Characterizing Empowering and Disempowerin...Jan B. Vornhagen, Dan Bennett, Dooley Murphy, Elisa D. Mekler08m
Survey of 250 participants categorizes player reports into seven themes and links those themes to quantitative measures (need satisfaction, PXI) rather than…
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Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare IntensityThomas Terkildsen, Lene Engelst, Mathias Clasen08m
Sixty participants play a custom horror level with an integrated N-back task (0–3) and a scripted monster burst through a wall with loud screeching stingers at…
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“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in DestinyBjarke Alexander Larsen, Elin Carstensdottir08m
Mixed-methods study of Destiny 2 uses an online survey (N=118) and interviews (N=15) plus a 38-event sorting to show what players call canon and why…
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“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging GamesMatthew Alexander Whitby, Ioanna Iacovides, Sebastian Deterding08m
Uses systematic self-observation diaries and micro-phenomenological interviews with n=15 players to record 52 perspective-challenging experiences across 21…
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Lessons from Homebrewed Hybridity: Designing hybrid digital boardgames for distanced playLucy A. Sparrow, Melissa J. Rogerson09m
Survey of 1,313 respondents identifies three player questions — what game, what setup, what tools — and five concrete setups including a novel distributed…
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Let's Play Together Through Channels: Understanding the Practices and Experience of Danmaku Parti...PiaoHong Wang, Zhicong Lu07m
DPGs let each viewer control a personal unit in-channel, blending live streaming with massive-multiplayer mechanics; the study analyzes 50 channels observed…
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My Heart Will Go On: Implicitly Increasing Social Connectedness By Visualizing Asynchronous Playe...Linda Hirsch, Florian Müller, Francesco Chiossi, Theodor Benga, Andreas Martin Butz08m
A VR escape‑room prototype visualizes asynchronous players’ ECG (collected in a pre‑study with a Polar H1 chest band) as either ECG lines or pulsating heart…
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Understanding Player's Gesture-based Communicative Behavior in MOBA GamesKeyang Zheng, Rosta Farzan08m
Presents a concrete analysis framework that logs each ping in Heroes of the Storm with one-minute leading and outcome windows, identifies nine game features…
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'I Just Wanted to Get it Over and Done With': A Grounded Theory of Psychological Need Frustration...Nick Ballou, Sebastian Deterding08m
Semi-structured interviews with 12 participants and a constructivist grounded theory analysis produce a process model: players enter with expectations…
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If at First You Don't Succeed: Helping Players Make Progress In Games With Breaks and CheckpointsColby Johanson, Brandon Piller, Carl Gutwin, Regan L. Mandryk08m
Study of a side‑scroll platformer (running, jumping, wall jump, grapple) compares four conditions in a 2x2 design: none / breaks / checkpoints / both…
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Objective Difficulty-Skill Balance Impacts Perceived Balance but not Behaviour: A Test of Flow an...Sebastian Deterding, Joe Cutting08m
Preregistered experiment with n=309 uses a Go-like two-player game against an AI that plays to win draw or lose across five matches and measures enjoyment…
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The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: a Self-driven...Chek Tien Tan, Oran Zane Devilly, Sok Mui LIM, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, Lin Aung Htein08m
A seven-day study with 20 tertiary students tests AdventureLEARN’s gamification mechanics with experience sampling, SAM/SEQ scores and focus groups and finds…
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Emotional Virtual Characters for Improving Motivation and Performance in VR ExergamesLinda Graf, Sophie Abramowski, Felix Born, Maic Masuch08m
VR exergame with a humanoid lion coach (happy, angry, neutral) measures heart rate, self-reported emotion, motivation, and punch speed in 47 participants…
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How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-GoingSamuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, Juho Hamari08m
Study finds 11 unique game dynamics that steer players to specific real-world places by analyzing 21 interviews with active players recruited via social media…
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Tiles to Move: Investigating Tile-Based Locomotion for Virtual RealityJana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, Enrico Rukzio08m
Implements two tile-based VR locomotion systems—a controller trackpad mapping and feet trackers tapping—and evaluates them against teleportation and smooth…
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“I Feel My Abs”: Exploring Non-standing VR LocomotionReetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen05m
A non-standing VR locomotion system is built that lets legs move in the air so users can walk, run, strafe and jump without shifting in real space; two…
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Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports...Nicole A Beres, Madison Klarkowski, Regan L. Mandryk08m
Systematic review follows PRISMA and synthesizes N=32 papers (13 on situations that elicit emotion, 15 on regulation, 4 on technical interventions) and claims…
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Prospective Passion and Social Capital within DotA 2 PlayersDaniel Johnson, Julian Frommel, Winnifred Louis, Matthew David Lee, Porntida Tanjitpiyanond, Regan L. Mandryk08m
Three-wave longitudinal survey of Dota 2 players (T1 n=462, T2 n=182, T3 n=115) uses a 10‑item passion scale and 10‑item Internet Social Capital scale to test…
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Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environ...Susanne Poeller, Martin Johannes Dechant, Madison Klarkowski, Regan L. Mandryk08m
959 players are randomly shown 10 positive or 10 negative chat screenshots and asked to rate representativeness and explain their reactions. Players rate toxic…
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The cycle of toxicity: Exploring relationships between personality and player roles in toxic beha...Bastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, Bjoern Niehaves08m
Mixed methods work uses autoethnography and 13 interviews to map how roles shift during single MOBA matches and then tests hypotheses with a survey n = 216 and…
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A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality GamesSebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, Frank Steinicke, Jens Harald Krueger08m
Scoping review of 986 titles finds only 18 matches with more than one playable character and groups transitions into four categories. Two in-scene techniques…
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Auto-Paizo Games: Towards Understanding the Design of Games that Aim to Unify a Player’s Physical...Rakesh Patibanda, Chris Hill, Aryan Saini, Xiang Li, Yuzheng Chen, Andrii Matviienko, Jarrod Knibbe, Elise van den Hoven, Florian 'Floyd' Mueller05m
Paper builds and tests a setup that loans control of one hand to Electrical Muscle Stimulation (EMS) while the other hand, holding a phone, drives it via…
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Fused Spectatorship: Designing Bodily Experiences Where Spectators Become PlayersRakesh Patibanda, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, Josh Andres, Jarrod Knibbe, Elise van den Hoven, Florian 'Floyd' Mueller06m
A computational Fused Spectatorship system using Electrical Muscle Stimulation (EMS) actuates both hands to play three custom games; one game, Godai, is a…
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The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual R...Nicholas Balcomb, Max V. Birk, Scott Bateman08m
Study uses an HTC 5 Pro headset and Valve Index controllers to compare sphere, controller, and realistic hand visuals across 12 distinct 3D interactions and a…
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A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic ArenaTopias Mattinen, Joseph Macey, Juho Hamari08m
A platform walkthrough of Magic Arena shows digital booster packs directly affect deckbuilding and match outcomes and are paired with a premium currency system…
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Counterplay: Circumventing the Belgian ban on loot boxes by adolescentsMaarten Denoo, Bruno Dupont, Eva Grosemans, Bieke Zaman, Rozane De Cock08m
Survey of 453 Flemish adolescents (ages 11–18) isolates 124 “counterplayers” versus 329 non‑counterplayers and documents concrete circumvention tactics…
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Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs ...Martin Sas, Maarten Denoo, Jan Tobias Muelhberg08m
Review of nine Google Play kid-category F2P games uses an evaluation matrix to check 36 recommended age-appropriate information strategies and finds an average…
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Investigating Players' Perceptions of Deceptive Design Practices within a 3D Gameplay ContextJohn King, Dan Fitton, Brendan Cassidy08m
Survey of 259 adults watches four one-minute Roblox Adopt Me clips and judges deceptive design; three clips contain problems and 93%, 86% and 80.3% of…
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Privacy Is the Price: Player Views and Technical Evaluation of Data Practices in Online GamesAmel Bourdoucen, Leysan Nurgalieva, Janne Lindqvist08m
Study analyzes 21 online games analysis and reports N=20 interviews and a technical scan that finds games routinely reward social logins, push social login…
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Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria TriggersShano Liang, Michelle V Cormier, Phoebe O. Toups Dugas, Rose Bohrer08m
The study analyzes four popular games drawn from a 31‑game corpus and defines gender dysphoria triggers as design failures that produce dysphoric distress…
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BlueVR: Design and Evaluation of a Virtual Reality Serious Game for Promoting Understanding towar...Ruoxin You, Yihao Zhou, Weicheng Zheng, Yiran Zuo, Mayra Donaji Barrera Machuca, Xin Tong08m
BlueVR is a VR serious game that simulates color vision deficiency across four stages (including crossing the road) and adds an interactive acting stage where…
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Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences ...Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh08m
Qualitative case study with five players with CP (ages 13–25) and parent interviews, workshops and thematic analysis finds three themes: Establishing Healthy…
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Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based GamesMaximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi08m
Sixty participants generate qualitative data via an online questionnaire and two co-design workshops (two workshops with three participants each) using…
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"An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI...Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, Christian Guckelsberger08m
Qualitative interviews with 14 professionals from 12 Finnish studios in December 2022 examine use of DALL‑E, Midjourney and Stable Diffusion and report 12…
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A Quest?!: The Secret Life of Gameworld PunctuationNicolas LaLone, Phoebe O. Toups Dugas, Michelle V Cormier08m
Paper documents seven distinct findings about how ! and ? function in gameworlds, using corpus analysis and historical examples. Specific uses include…
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A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, a...Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani06m
A scoping review of ACM DL papers from 2012–2022 identifies 29 papers and shows heuristics in games are used far beyond expert usability checks — as surveys…
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Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with...Günter Wallner, Letian Wang, Claire Dormann08m
A storyline visualization for League of Legends is built from Riot API position logs, clustering consecutive kills into group fights and mapping map regions to…
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ExpanStick: Augmenting Gamepad Thumbstick using Force at the LimitYoungbo Aram Shim, Sangyoon Lee, HyeonBeom Yi, Geehyuk Lee08m
ExpanStick is a working thumbstick mod that senses force only at 20° by pressing an FSR when the cap hits the physical limit and is installed inside a…
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Fluito: Towards Understanding the Design of Playful Water Experiences Through an Extended Reality...Maria F. Montoya, YuYang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Sarah Jane Pell, Florian 'Floyd' Mueller08m
A flotation tank prototype called Fluito combines a VR headset with IMU tracking, heart-rate monitoring and pneumatic pumps to test playful water interaction…
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Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of ShotsShuo Zhou, Norihisa Segawa07m
Claims that a wearable EMS-based shooting system that calculates lead timing and triggers hand-muscle contractions can train shot timing in FPS play. Built a…
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Using Everyday Objects as Props for Virtual Objects in First Person Augmented Reality Games: An...Mac Greenslade, Adrian James Clark, Stephan Lukosch08m
24 participants test everyday items as controllers for a sword, shield and crossbow in first-person AR; results show shoehorn as sword and pot lid as shield as…
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From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Con...Stuart Hallifax, Maximilian Altmeyer, Kristina Kölln, Maria Rauschenberger, Lennart E. Nacke08m
A scoping review analyzes 280 papers and extracts about 1,400 definitions to identify 15 game elements, finding points, badges, and leaderboards most common…
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From Traditional to Game-Based Learning of Climate Change: A Media Comparison ExperimentDaniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari07m
A lab experiment with N=105 compares a desktop and an immersive VR version of Climate Connected: Outbreak against a PDF control using a 14-question pre/post…
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How Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustai...Diana Grüger, Julian Weiblen, Philip Weber, Thomas Ludwig08m
Search of Google Play for "sustainable food" yields 76 apps and a detailed review of 27 apps analyzed using the Gameful Design Heuristics with subheuristics…
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Investigating the Effects of Tailored Gamification on Learners' Engagement Over Time in a Learnin...Audrey Serna, Stuart Hallifax, Élise Lavoué08m
Large-scale classroom study logs six lessons from 145 students (93 tailored by an algorithm, 52 random) and runs EFA then CFA on interaction indicators to…
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Jank Accounts: We Should Study `Broken' GamesDan Bennett, Elisa D. Mekler03m
Argues that user-facing glitches and awkward mechanics often increase player situational awareness rather than only causing frustration, linking specific…
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Link, User-Centred Designer: Game Characters as Transcendent ModelsKatie Seaborn03m
Argues that Link functions as a concrete model of user-centered design, grounded in gameplay: side quests act like user research where Link observes NPCs…
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Ludic Reenactment in Queer Game: Queer Affect and Queer HistoriesHaoran Chang02m
Argues that the indie simulation Bottoms Up: A Historical Gay Bar Tycoon turns player choices into a working Anarchive that generates a queer time rather than…
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Plant PlaySilvia Ruzanka03m
Asks whether plants can be players and then builds a working prototype: a videogame artwork maps electrode sensing action potentials from a venus flytrap’s…
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Super Synthesis Pros., or Why CHI PLAY Needs Research SynthesisKatie Seaborn03m
Argues that games user research needs coordinated research synthesis now, giving three concrete motivations: validate the field via meta‑scholarship, improve…
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Technology, Movement, and Play Is Hampering and Boosting Interactive Play.Robby van Delden, Dennis Reidsma, Dees Postma, Joris Weijdom, Elena Márquez Segura, Laia Turmo Vidal, José Manuel Vega-Cebrián, Ana Tajadura Jiménez, Annika Waern, Solip Park, Perttu Hämäläinen, José Font, Mats Johnsson, Lærke Schjødt Rasmussen, Lars Elbæk03m
Designers find that adding tech too early collapses rich concepts into simplified prototypes, while delayed introduction or familiarization recovers ideas; a…
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The Cost of Reward: A Critical Reflection on the `What', `How', and `Why' of Gamification for...Dees Postma, Armağan Karahanoğlu, Robby van Delden, Dennis Reidsma03m
Argues that common SportsHCI gamification focuses on step count, sitting hours, energy expenditure and uses simple points badges leaderboards mechanics that…
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The Ludic Potentials of Player DataGünter Wallner, Michael Lankes03m
Argues that diegetic player data — not just telemetry for analytics but live, stored, and visible player traces — can become playable content, enabling things…
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Vulnerability and Play: Exploring the Mundane Ways in Which Games Might Harm PlayersMartin Johannes Dechant, Max V. Birk, Kathrin Gerling03m
Argues that vulnerability is not just a player trait but an emergent property of games where mechanics, context and design choices produce vulnerability as…
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Climate Connected: An Immersive VR and PC Game for Climate Change EngagementDaniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari03m
A multi-platform VR and PC game set in Tampere 2050 or an unnamed locale that links everyday objects to systemic climate causes and effects. Players repeatedly…
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CookT, a fast-paced collaborative cooking game with interactive objects.Nicolas Pirson, Hendrik Janter, Liesl Spruyt, Wouter Coenen, Jasper De Kepper, Jeroen Wauters, Maria Aufheimer, Nianmei Zhou, Luc Geurts03m
A fast, physical multiplayer game that claims to make teamwork emergent: three-player chaotic cooking uses Unity, custom electronics and modelling materials to…
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Exploring the Significance of Iterative Design: A Case Study of L'île ArchéoArnaud Lescure, Nathan Hemez, Nickolas Ménard, Pierre Tousignant, Kevin Lavigne-Bourque, Yannick Francillette, François-Xavier Dupas03m
Case study of L’île Archéo shows iterative level design and repeated playtests produce concrete changes: a satisfying drilling mechanic and layered…
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Fit to Draw: An Elevation of Location-Based ExergamesRoshni Saxena, Zachary Gaydos, Priyanka Nair, Gary Grutzik, Derek Haqq, Morva Saaty, Wei-Lu Wang, Jaitun V Patel03m
Fit to Draw is a location-based exergame built in the Unity engine that uses phone GPS tracking to turn outdoor walking into picture-drawing gameplay: players…
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Increasing Player Coupling in an Asymmetric Racing GameEnsor Hieronymous Moriarty, Nathan Perriman, Josh Rutledge, Jack Taylor, T.C. Nicholas Graham03m
RaceTrap is a built prototype that pairs a VR driver vs card-playing track designer and measures whether interface changes increase moment-to-moment awareness…
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Lux: A Game to Promote Good Lighting Practices among the General PublicMarie-Ève Côté, Thomas Bergeron, Virginie Juteau, Kevin Lavigne-Bourque, Pierre Tousignant, Yannick Francillette, François-Xavier Dupas03m
A playable student prototype teaches specific actions: orient lights downward and replace blue with orange to reduce wildlife disorientation. The build is a…
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Memeopoly: an AI-Powered Physical Board Game Interface for Tangible Play and Learning Art and DesignQuincy Kuang, Feifei Shen, Cathy Mengying Fang, Annie Dong03m
A physical board game called Memeopoly pairs a ChatGPT-powered narrative with tangible tiles, dice and tokens to generate on-the-fly, personalized story events…
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The Sea is a Sky: Towards a Poetry of MotionJuan Francisco Lam, Spencer Henry, Kalli Melilli, Ryan Garrett, Seung Hyuk Jang, Hyo Kang03m
An immersive VR poetry narrative built in Unreal Engine 5 places players in a Cuban immigrant’s journey where crawling, swimming, and rowing map to the poem’s…
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"Better Dead than a Damsel": Gender Representation and Player ChurnLauren Winter, Sarah Masters03m
Study compares protagonist gender (from Brisa Analytics) to daily player counts on SteamDB across 48 games, using averages from days 1–7, 30–37 and 90–97 and a…
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Accessible Play: Towards Designing a Framework for Customizable Accessibility in GamesPallavi Sodhi, Audrey Girouard, David Thue03m
Research maps customizable accessibility options across PC, Console, Mobile and VR using Interactive Process Modelling (IPM), cataloging concrete features like…
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Beyond Equilibrium: Utilizing AI Agents in Video Game Economy BalancingVahid ranandeh, Pejman Mirza-Babaei03m
Identifies Currency Sources, Inventories, Converters, Sinks, Traders as the five core economic entities and builds a proof-of-concept framework that uses…
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Chatterbox Opener: A Game to Support Healthy Communication and RelationshipsWei-Lu Wang, Derek Haqq, Morva Saaty, Yusheng Cao, Jixiang Fan, Jaitun V Patel, D. Scott McCrickard03m
Built a prototype game called Chatterbox Opener with a task-drawing module and a database of prompts, tested in a two-week diary study with pre-survey and…
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Construct & Play: Engaging Students with Visualizations through Playful MethodsMagdalena Kejstova, Christina Stoiber, Magdalena Boucher, Martin Kandlhofer, Simone Kriglstein, Wolfgang Aigner03m
A hands-on workshop with 9–15 year olds tests whether building charts with LEGO bricks, paper and colored pencils, or acrylic tokens increases visualization…
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Controlling Your Voice in a Shouting Match: A Preliminary Study on Fostering Self-Moderation...F. Ria Khan, Agnes Romhanyi03m
Shouting Match is a low-fidelity two-player 2D fighter that forces attacks via shouted short commands, built with Arduino–Unity serial communication and two…
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Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a...Anatolii Belousov, Terho Ojell-Järventausta, Mila Bujić, Joseph Macey, Juho Hamari03m
Proposes DIAL as the umbrella class for digital technologies that induce altered states and maps existing examples—meditative and psychedelic VR, binaural…
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Exploration of Player Emotions, Behaviours, and Individual Differences across Game Difficulty...Yufei Cao, Penny Sweetser, Xuanying Zhu03m
Researchers run a custom turn-based strategy game with self-report surveys and timed behavioral logs to compare easy and hard sessions. The hard session…
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Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay...German Schabert, Marc Schubhan, Michael Schmitz, Maximilian Altmeyer03m
A within-subjects study (n=32) implements an endless runner in Unity and C# and varies background music across 40→190 BPM, 190→40 BPM, 90 BPM constant, and no…
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Foot-Based Game Controller to Improve Interaction Between ParticipantsOliwia Sowińska, Anna Kubczak, Julia Dominiak, Natalia Walczak, laurent Babout03m
A two-player foot controller prototype for an interactive floor plus vertical display uses Velostat pressure sensors read by an Arduino Leonardo with expanded…
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GMap: Supporting Free-Form Text Entry of Game Titles in Games User ResearchAqeel Haider, Qiantong Gao, Kathrin Gerling, Vero Vanden Abeele02m
GMap uses a fuzzing string machine to map messy free-form game-title entries (typos, extra spaces, unofficial abbreviations, duplicates) to canonical titles…
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Help, My Game is Toxic! First Insights from a Systematic Literature Review on Intervention...Michel Wijkstra, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp, Julian Frommel03m
Systematic review protocol (Prisma-P) on OSF collects 1176 works and yields 30 papers covering 36 intervention systems. Findings: 28 systems are novel while 8…
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Kawaii Game Vocalics: A Preliminary ModelKatie Seaborn, Katja Rogers, Somang Nam, Miu Kojima03m
An online perception study with N=157 evaluates 18 voiced characters from Japanese games and produces a preliminary model of kawaii game vocalics, claiming…
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LEVI: Exploring Possibilities for an Adaptive Board Game SystemJoseph Tu, Derrick M. Wang, Ekaterina Durmanova, Lennart E. Nacke01m
LEVI is a low-cost standalone adaptive board game system that uses Raspberry Pi 3 plus an RFID reader and paired speakers to replace visual cues with spoken…
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Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UXKatie Seaborn, Satoru Iseya03m
Argues that maldaimonia — self‑actualization through egocentric, destructive, or exploitative actions — is a real game user experience and not just…
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Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based CommunicationJoseph Tu, Arielle Grinberg, Mark Hancock, Lennart E. Nacke02m
Study uses the gamified Gather platform to compare four channels: audio-only, audio+video, audio+avatar, and audio+video+avatar, with UES scores and…
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Player-Centric Procedural Content Generation: Enhancing Runtime Customization by Integrating...Nancy N. Blackburn, M Gardone, Daniel S Brown03m
A runtime PCG system called Player-Centric PCG presents levels generated from a manipulable feature vector, solicits one-line feedback after each run, and…
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Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric...Sukran Karaosmanoglu, Tom Schmolzi, Frank Steinicke03m
Built an asymmetric VR game where two VR players trade asymmetric information across a cauldron, maze, and ingredients areas with strategic interdependence, 10…
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Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout...Aqeel Haider, Günter Wallner, Kathrin Gerling, Vero Vanden Abeele02m
Study tests miniPXI — an 11 single‑item inventory — on two iterations of nine game prototypes with 16 participants and finds the instrument reliably detects…
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Spectator LF Streamer: Facilitating Better Stream Discovery through Spectator Motivations and...Laura Herrewijn, Sven Charleer03m
Survey of N = 124 Twitch viewers links spectator motivations to concrete behaviors and suggests specific search features: community-oriented viewers use chat…
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Stackable Music: A Marker-Based Augmented Reality Music Synthesis GameMax Chen, Shano Liang, Gillian Smith03m
A marker-based AR music game built from printed transparent film and a PC or mobile camera uses a 7x7 marker template with three concentric rings and a Central…
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Struggling to Detect Struggle in Students Playing a Science Exploration GameXiner Liu, Stefan Slater, Luke Swanson, JENNIFER SCIANNA, David Gagnon, Ryan S. Baker03m
Built a real-time struggle detector for the learning game Wake: Tales from the Aqualab using interaction logs, four engineered feature sets aggregated at the…
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Towards Co-Creative Interdisciplinary Exergame Design Processes: A Theory-Based Approach of a...Celina Retz, Axel Braun, Thomas J. Klotzbier, Sabiha Ghellal, Nadja Schott03m
Presents a concrete co-creative design model called CIEM that structures interdisciplinary VR exergame work into three parts: Expert-Human relations across…
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Unscripted, Unproduced, Unstaged: Audience Perceptions of Authenticity of MicrostreamersNick Bowman, Yoon Lee, Siyang Chen, Andrew Phelps, Mia Consalvo, Kelly Boudreau03m
Experimental videos manipulate three markers — unscripted interactions, low production values, unstaged backgrounds — by swapping messy vs. clean rooms…
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Video Games to Study and Improve Collaboration SkillsHainan Yu, Pedro Cardoso-Leite03m
Project casts collaboration into multi-agent reinforcement learning and extends it with psychological variables, claiming a formal, computational framework…
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