CHI PLAY 2023
2023-10-10..2023-10-13
-- online --
CHI PLAY ·
[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
| title | author | length |
|---|---|---|
| Biofeedback-Driven Multiplayer Games: Leveraging Social Awareness and Physiological Signals for Play | Joshua Newn, Madison Klarkowski | 03m |
Paper formalizes social awareness as a distinct design dimension for biofeedback-driven multiplayer games and surveys prior work to ground that claim, citing… | ||
| Exploring color blindness simulations as tools to create chromatically accessible games | Windson Viana | 08m |
Three empirical studies evaluate color-blindness simulation tools for mobile games, comparing a desktop simulator and a Google Cardboard AR simulation and… | ||
| The Consistency of Gamification User Types: A Study on the Change of Preferences over Time | Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani | 08m |
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… | ||
| coPlay: Big Purpose Dreaming Plays With Pop Culture Avatars | Manori (Em) Perera | 01h 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… | ||
| Using Open Game Data to Understand Game-Based Learning | Erik Harpstead, David Gagnon, Magy Seif El-Nasr, Luke Swanson | 02h 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… | ||
| Action RPG game space created by listening and movement: Spatial exploration and cognition of... | Miyuki Tanaka | 03m |
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… | ||
| Cool Little Playable Things - Supporting Transformational Games Outside Formal Contexts | Kutub Gandhi | 03m |
Argues that academic literature lacks guidance for games meant to be stumbled upon outside schools and proposes to analyze existing discovered transformational… | ||
| Designing for Digital Hybridisation of Theatre: A Doctoral Consortium Submission | Gerard T Mulvany | 03m |
Research program uses game engine technologies to hybridise three Malthouse Theatre productions: one (Because the Night) is fully digitised with 360 video… | ||
| DHH People in Co-located Collaborative Multiplayer AR Environments | Sanzida Mojib Luna | 03m |
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… | ||
| The Future of Generative AI: How GenAI Would Change Human-Computer Co-Creation in the Next 10 to... | Yuxuan Huang | 03m |
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… | ||
| Understanding women’s success in eSports in the MENA region | Jihane Floriane ElHarizi | 03m |
Study maps how women actually reach top roles in MMEA esports by interviewing practitioners across the region and testing hypotheses about skills, education… | ||
| When Games Become Inaccessible. A Constructive Grounded Theory on Stuckness in Videogames | Francesca Foffano | 03m |
Nine interviews using a constructive grounded theory produce 37 coded examples and an in-progress model that describes stuckness in four phases — expectations… | ||
| Game with Breathing Control System for Learning Circular Breathing | Shiina Takano, Arinobu Niijima | 03m |
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… | ||
| GameAware Streaming Interfaces | Noor Hammad, Erik Harpstead, Jessica Hammer | 03m |
MARS renders a metadata-augmented overlay that streams real-time game state to each viewer, letting viewers independently inspect and alter what they see… | ||
| Lottery and Sprint: Generate a Board Game with Design Sprint Method on AutoGPT | Maya Grace Torii, Takahito Murakami, Yoichi Ochiai | 03m |
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… | ||
| Trouble Maker: Truth or Dare Prompt Generator Based on Markov Chain | Yibo Fu, Yuqing Liang, Harpreet Sareen | 03m |
An open-source physical device called Trouble Maker generates Truth-or-Dare prompts with a single button press, uses a lightweight Markov chain algorithm… | ||
| Creative Console: A Player-driven Game Based on A Modular Fast-Evolving-And-Verifying Framework | Ke Fang, Jinsheng Jiang, Xing Sun, Yuqing Chen, Jiajia He, Lei Huang | 08m |
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… | ||
| Small Latency Variations do not Affect Player Performance in First-Person Shooters | Andreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, Niels Henze | 07m |
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… | ||
| The Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes Generation | Mário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, Elisa Rubegni | 08m |
An autonomous system named Solato generates music and images simultaneously using rule-based mechanics plus procedural content grids of 3D assets and musical… | ||
| The Effects of Latency and In-Game Perspective on Player Performance and Game Experience | David Halbhuber, Philipp Schauhuber, Valentin Schwind, Niels Henze | 08m |
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… | ||
| ''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. Mekler | 08m |
Survey of 250 participants categorizes player reports into seven themes and links those themes to quantitative measures (need satisfaction, PXI) rather than… | ||
| Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare Intensity | Thomas Terkildsen, Lene Engelst, Mathias Clasen | 08m |
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… | ||
| “Anything a Guardian Does Is Canonical”: Player Understanding of Canon in Destiny | Bjarke Alexander Larsen, Elin Carstensdottir | 08m |
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… | ||
| “Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games | Matthew Alexander Whitby, Ioanna Iacovides, Sebastian Deterding | 08m |
Uses systematic self-observation diaries and micro-phenomenological interviews with n=15 players to record 52 perspective-challenging experiences across 21… | ||
| Lessons from Homebrewed Hybridity: Designing hybrid digital boardgames for distanced play | Lucy A. Sparrow, Melissa J. Rogerson | 09m |
Survey of 1,313 respondents identifies three player questions — what game, what setup, what tools — and five concrete setups including a novel distributed… | ||
| Let's Play Together Through Channels: Understanding the Practices and Experience of Danmaku Parti... | PiaoHong Wang, Zhicong Lu | 07m |
DPGs let each viewer control a personal unit in-channel, blending live streaming with massive-multiplayer mechanics; the study analyzes 50 channels observed… | ||
| My Heart Will Go On: Implicitly Increasing Social Connectedness By Visualizing Asynchronous Playe... | Linda Hirsch, Florian Müller, Francesco Chiossi, Theodor Benga, Andreas Martin Butz | 08m |
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… | ||
| Understanding Player's Gesture-based Communicative Behavior in MOBA Games | Keyang Zheng, Rosta Farzan | 08m |
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… | ||
| 'I Just Wanted to Get it Over and Done With': A Grounded Theory of Psychological Need Frustration... | Nick Ballou, Sebastian Deterding | 08m |
Semi-structured interviews with 12 participants and a constructivist grounded theory analysis produce a process model: players enter with expectations… | ||
| If at First You Don't Succeed: Helping Players Make Progress In Games With Breaks and Checkpoints | Colby Johanson, Brandon Piller, Carl Gutwin, Regan L. Mandryk | 08m |
Study of a side‑scroll platformer (running, jumping, wall jump, grapple) compares four conditions in a 2x2 design: none / breaks / checkpoints / both… | ||
| Objective Difficulty-Skill Balance Impacts Perceived Balance but not Behaviour: A Test of Flow an... | Sebastian Deterding, Joe Cutting | 08m |
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… | ||
| 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 Htein | 08m |
A seven-day study with 20 tertiary students tests AdventureLEARN’s gamification mechanics with experience sampling, SAM/SEQ scores and focus groups and finds… | ||
| Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames | Linda Graf, Sophie Abramowski, Felix Born, Maic Masuch | 08m |
VR exergame with a humanoid lion coach (happy, angry, neutral) measures heart rate, self-reported emotion, motivation, and punch speed in 47 participants… | ||
| How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going | Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, Juho Hamari | 08m |
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… | ||
| Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality | Jana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, Enrico Rukzio | 08m |
Implements two tile-based VR locomotion systems—a controller trackpad mapping and feet trackers tapping—and evaluates them against teleportation and smooth… | ||
| “I Feel My Abs”: Exploring Non-standing VR Locomotion | Reetu Kontio, Markus Laattala, Robin Welsch, Perttu Hämäläinen | 05m |
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… | ||
| Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports... | Nicole A Beres, Madison Klarkowski, Regan L. Mandryk | 08m |
Systematic review follows PRISMA and synthesizes N=32 papers (13 on situations that elicit emotion, 15 on regulation, 4 on technical interventions) and claims… | ||
| Prospective Passion and Social Capital within DotA 2 Players | Daniel Johnson, Julian Frommel, Winnifred Louis, Matthew David Lee, Porntida Tanjitpiyanond, Regan L. Mandryk | 08m |
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… | ||
| Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environ... | Susanne Poeller, Martin Johannes Dechant, Madison Klarkowski, Regan L. Mandryk | 08m |
959 players are randomly shown 10 positive or 10 negative chat screenshots and asked to rate representativeness and explain their reactions. Players rate toxic… | ||
| The cycle of toxicity: Exploring relationships between personality and player roles in toxic beha... | Bastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, Bjoern Niehaves | 08m |
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… | ||
| A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games | Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, Frank Steinicke, Jens Harald Krueger | 08m |
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… | ||
| 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' Mueller | 05m |
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… | ||
| Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players | Rakesh Patibanda, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, Josh Andres, Jarrod Knibbe, Elise van den Hoven, Florian 'Floyd' Mueller | 06m |
A computational Fused Spectatorship system using Electrical Muscle Stimulation (EMS) actuates both hands to play three custom games; one game, Godai, is a… | ||
| The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual R... | Nicholas Balcomb, Max V. Birk, Scott Bateman | 08m |
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… | ||
| A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena | Topias Mattinen, Joseph Macey, Juho Hamari | 08m |
A platform walkthrough of Magic Arena shows digital booster packs directly affect deckbuilding and match outcomes and are paired with a premium currency system… | ||
| Counterplay: Circumventing the Belgian ban on loot boxes by adolescents | Maarten Denoo, Bruno Dupont, Eva Grosemans, Bieke Zaman, Rozane De Cock | 08m |
Survey of 453 Flemish adolescents (ages 11–18) isolates 124 “counterplayers” versus 329 non‑counterplayers and documents concrete circumvention tactics… | ||
| Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs ... | Martin Sas, Maarten Denoo, Jan Tobias Muelhberg | 08m |
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… | ||
| Investigating Players' Perceptions of Deceptive Design Practices within a 3D Gameplay Context | John King, Dan Fitton, Brendan Cassidy | 08m |
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… | ||
| Privacy Is the Price: Player Views and Technical Evaluation of Data Practices in Online Games | Amel Bourdoucen, Leysan Nurgalieva, Janne Lindqvist | 08m |
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… | ||
| Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers | Shano Liang, Michelle V Cormier, Phoebe O. Toups Dugas, Rose Bohrer | 08m |
The study analyzes four popular games drawn from a 31‑game corpus and defines gender dysphoria triggers as design failures that produce dysphoric distress… | ||
| 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 Tong | 08m |
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… | ||
| Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences ... | Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh | 08m |
Qualitative case study with five players with CP (ages 13–25) and parent interviews, workshops and thematic analysis finds three themes: Establishing Healthy… | ||
| Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games | Maximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi | 08m |
Sixty participants generate qualitative data via an online questionnaire and two co-design workshops (two workshops with three participants each) using… | ||
| "An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI... | Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, Christian Guckelsberger | 08m |
Qualitative interviews with 14 professionals from 12 Finnish studios in December 2022 examine use of DALL‑E, Midjourney and Stable Diffusion and report 12… | ||
| A Quest?!: The Secret Life of Gameworld Punctuation | Nicolas LaLone, Phoebe O. Toups Dugas, Michelle V Cormier | 08m |
Paper documents seven distinct findings about how ! and ? function in gameworlds, using corpus analysis and historical examples. Specific uses include… | ||
| A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, a... | Anne Ozdowska, Penny Sweetser, Mahsuum Daiiani | 06m |
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… | ||
| Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with... | Günter Wallner, Letian Wang, Claire Dormann | 08m |
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… | ||
| ExpanStick: Augmenting Gamepad Thumbstick using Force at the Limit | Youngbo Aram Shim, Sangyoon Lee, HyeonBeom Yi, Geehyuk Lee | 08m |
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… | ||
| 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' Mueller | 08m |
A flotation tank prototype called Fluito combines a VR headset with IMU tracking, heart-rate monitoring and pneumatic pumps to test playful water interaction… | ||
| Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots | Shuo Zhou, Norihisa Segawa | 07m |
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… | ||
| Using Everyday Objects as Props for Virtual Objects in First Person Augmented Reality Games: An... | Mac Greenslade, Adrian James Clark, Stephan Lukosch | 08m |
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… | ||
| 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. Nacke | 08m |
A scoping review analyzes 280 papers and extracts about 1,400 definitions to identify 15 game elements, finding points, badges, and leaderboards most common… | ||
| From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment | Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari | 07m |
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… | ||
| How Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustai... | Diana Grüger, Julian Weiblen, Philip Weber, Thomas Ludwig | 08m |
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… | ||
| Investigating the Effects of Tailored Gamification on Learners' Engagement Over Time in a Learnin... | Audrey Serna, Stuart Hallifax, Élise Lavoué | 08m |
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… | ||
| Jank Accounts: We Should Study `Broken' Games | Dan Bennett, Elisa D. Mekler | 03m |
Argues that user-facing glitches and awkward mechanics often increase player situational awareness rather than only causing frustration, linking specific… | ||
| Link, User-Centred Designer: Game Characters as Transcendent Models | Katie Seaborn | 03m |
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… | ||
| Ludic Reenactment in Queer Game: Queer Affect and Queer Histories | Haoran Chang | 02m |
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… | ||
| Plant Play | Silvia Ruzanka | 03m |
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… | ||
| Super Synthesis Pros., or Why CHI PLAY Needs Research Synthesis | Katie Seaborn | 03m |
Argues that games user research needs coordinated research synthesis now, giving three concrete motivations: validate the field via meta‑scholarship, improve… | ||
| 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 Elbæk | 03m |
Designers find that adding tech too early collapses rich concepts into simplified prototypes, while delayed introduction or familiarization recovers ideas; a… | ||
| The Cost of Reward: A Critical Reflection on the `What', `How', and `Why' of Gamification for... | Dees Postma, Armağan Karahanoğlu, Robby van Delden, Dennis Reidsma | 03m |
Argues that common SportsHCI gamification focuses on step count, sitting hours, energy expenditure and uses simple points badges leaderboards mechanics that… | ||
| The Ludic Potentials of Player Data | Günter Wallner, Michael Lankes | 03m |
Argues that diegetic player data — not just telemetry for analytics but live, stored, and visible player traces — can become playable content, enabling things… | ||
| Vulnerability and Play: Exploring the Mundane Ways in Which Games Might Harm Players | Martin Johannes Dechant, Max V. Birk, Kathrin Gerling | 03m |
Argues that vulnerability is not just a player trait but an emergent property of games where mechanics, context and design choices produce vulnerability as… | ||
| Climate Connected: An Immersive VR and PC Game for Climate Change Engagement | Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari | 03m |
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… | ||
| 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 Geurts | 03m |
A fast, physical multiplayer game that claims to make teamwork emergent: three-player chaotic cooking uses Unity, custom electronics and modelling materials to… | ||
| Exploring the Significance of Iterative Design: A Case Study of L'île Archéo | Arnaud Lescure, Nathan Hemez, Nickolas Ménard, Pierre Tousignant, Kevin Lavigne-Bourque, Yannick Francillette, François-Xavier Dupas | 03m |
Case study of L’île Archéo shows iterative level design and repeated playtests produce concrete changes: a satisfying drilling mechanic and layered… | ||
| Fit to Draw: An Elevation of Location-Based Exergames | Roshni Saxena, Zachary Gaydos, Priyanka Nair, Gary Grutzik, Derek Haqq, Morva Saaty, Wei-Lu Wang, Jaitun V Patel | 03m |
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… | ||
| Increasing Player Coupling in an Asymmetric Racing Game | Ensor Hieronymous Moriarty, Nathan Perriman, Josh Rutledge, Jack Taylor, T.C. Nicholas Graham | 03m |
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… | ||
| Lux: A Game to Promote Good Lighting Practices among the General Public | Marie-Ève Côté, Thomas Bergeron, Virginie Juteau, Kevin Lavigne-Bourque, Pierre Tousignant, Yannick Francillette, François-Xavier Dupas | 03m |
A playable student prototype teaches specific actions: orient lights downward and replace blue with orange to reduce wildlife disorientation. The build is a… | ||
| Memeopoly: an AI-Powered Physical Board Game Interface for Tangible Play and Learning Art and Design | Quincy Kuang, Feifei Shen, Cathy Mengying Fang, Annie Dong | 03m |
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… | ||
| The Sea is a Sky: Towards a Poetry of Motion | Juan Francisco Lam, Spencer Henry, Kalli Melilli, Ryan Garrett, Seung Hyuk Jang, Hyo Kang | 03m |
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… | ||
| "Better Dead than a Damsel": Gender Representation and Player Churn | Lauren Winter, Sarah Masters | 03m |
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… | ||
| Accessible Play: Towards Designing a Framework for Customizable Accessibility in Games | Pallavi Sodhi, Audrey Girouard, David Thue | 03m |
Research maps customizable accessibility options across PC, Console, Mobile and VR using Interactive Process Modelling (IPM), cataloging concrete features like… | ||
| Beyond Equilibrium: Utilizing AI Agents in Video Game Economy Balancing | Vahid ranandeh, Pejman Mirza-Babaei | 03m |
Identifies Currency Sources, Inventories, Converters, Sinks, Traders as the five core economic entities and builds a proof-of-concept framework that uses… | ||
| Chatterbox Opener: A Game to Support Healthy Communication and Relationships | Wei-Lu Wang, Derek Haqq, Morva Saaty, Yusheng Cao, Jixiang Fan, Jaitun V Patel, D. Scott McCrickard | 03m |
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… | ||
| Construct & Play: Engaging Students with Visualizations through Playful Methods | Magdalena Kejstova, Christina Stoiber, Magdalena Boucher, Martin Kandlhofer, Simone Kriglstein, Wolfgang Aigner | 03m |
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… | ||
| Controlling Your Voice in a Shouting Match: A Preliminary Study on Fostering Self-Moderation... | F. Ria Khan, Agnes Romhanyi | 03m |
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… | ||
| Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a... | Anatolii Belousov, Terho Ojell-Järventausta, Mila Bujić, Joseph Macey, Juho Hamari | 03m |
Proposes DIAL as the umbrella class for digital technologies that induce altered states and maps existing examples—meditative and psychedelic VR, binaural… | ||
| Exploration of Player Emotions, Behaviours, and Individual Differences across Game Difficulty... | Yufei Cao, Penny Sweetser, Xuanying Zhu | 03m |
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… | ||
| Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay... | German Schabert, Marc Schubhan, Michael Schmitz, Maximilian Altmeyer | 03m |
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… | ||
| Foot-Based Game Controller to Improve Interaction Between Participants | Oliwia Sowińska, Anna Kubczak, Julia Dominiak, Natalia Walczak, laurent Babout | 03m |
A two-player foot controller prototype for an interactive floor plus vertical display uses Velostat pressure sensors read by an Arduino Leonardo with expanded… | ||
| GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research | Aqeel Haider, Qiantong Gao, Kathrin Gerling, Vero Vanden Abeele | 02m |
GMap uses a fuzzing string machine to map messy free-form game-title entries (typos, extra spaces, unofficial abbreviations, duplicates) to canonical titles… | ||
| 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 Frommel | 03m |
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… | ||
| Kawaii Game Vocalics: A Preliminary Model | Katie Seaborn, Katja Rogers, Somang Nam, Miu Kojima | 03m |
An online perception study with N=157 evaluates 18 voiced characters from Japanese games and produces a preliminary model of kawaii game vocalics, claiming… | ||
| LEVI: Exploring Possibilities for an Adaptive Board Game System | Joseph Tu, Derrick M. Wang, Ekaterina Durmanova, Lennart E. Nacke | 01m |
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… | ||
| Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UX | Katie Seaborn, Satoru Iseya | 03m |
Argues that maldaimonia — self‑actualization through egocentric, destructive, or exploitative actions — is a real game user experience and not just… | ||
| Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based Communication | Joseph Tu, Arielle Grinberg, Mark Hancock, Lennart E. Nacke | 02m |
Study uses the gamified Gather platform to compare four channels: audio-only, audio+video, audio+avatar, and audio+video+avatar, with UES scores and… | ||
| Player-Centric Procedural Content Generation: Enhancing Runtime Customization by Integrating... | Nancy N. Blackburn, M Gardone, Daniel S Brown | 03m |
A runtime PCG system called Player-Centric PCG presents levels generated from a manipulable feature vector, solicits one-line feedback after each run, and… | ||
| Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric... | Sukran Karaosmanoglu, Tom Schmolzi, Frank Steinicke | 03m |
Built an asymmetric VR game where two VR players trade asymmetric information across a cauldron, maze, and ingredients areas with strategic interdependence, 10… | ||
| Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout... | Aqeel Haider, Günter Wallner, Kathrin Gerling, Vero Vanden Abeele | 02m |
Study tests miniPXI — an 11 single‑item inventory — on two iterations of nine game prototypes with 16 participants and finds the instrument reliably detects… | ||
| Spectator LF Streamer: Facilitating Better Stream Discovery through Spectator Motivations and... | Laura Herrewijn, Sven Charleer | 03m |
Survey of N = 124 Twitch viewers links spectator motivations to concrete behaviors and suggests specific search features: community-oriented viewers use chat… | ||
| Stackable Music: A Marker-Based Augmented Reality Music Synthesis Game | Max Chen, Shano Liang, Gillian Smith | 03m |
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… | ||
| Struggling to Detect Struggle in Students Playing a Science Exploration Game | Xiner Liu, Stefan Slater, Luke Swanson, JENNIFER SCIANNA, David Gagnon, Ryan S. Baker | 03m |
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… | ||
| Towards Co-Creative Interdisciplinary Exergame Design Processes: A Theory-Based Approach of a... | Celina Retz, Axel Braun, Thomas J. Klotzbier, Sabiha Ghellal, Nadja Schott | 03m |
Presents a concrete co-creative design model called CIEM that structures interdisciplinary VR exergame work into three parts: Expert-Human relations across… | ||
| Unscripted, Unproduced, Unstaged: Audience Perceptions of Authenticity of Microstreamers | Nick Bowman, Yoon Lee, Siyang Chen, Andrew Phelps, Mia Consalvo, Kelly Boudreau | 03m |
Experimental videos manipulate three markers — unscripted interactions, low production values, unstaged backgrounds — by swapping messy vs. clean rooms… | ||
| Video Games to Study and Improve Collaboration Skills | Hainan Yu, Pedro Cardoso-Leite | 03m |
Project casts collaboration into multi-agent reinforcement learning and extends it with psychological variables, claiming a formal, computational framework… | ||
| nothing matches | ||