CHI PLAY 2024
2024-10-14..2024-10-17
-- online --
CHI PLAY ·
[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
| title | author | length |
|---|---|---|
| "NEXT!": An Interactive Exploration of Familial Duty and Personal Desires through Computer Vision... | Bryce Arthur Moore, Ming Yau Chan, Isabella Patricia Mulles Ocampo, Karen Anne Cochrane | 03m |
A playable installation that uses webcam-based exergame input and computer vision pose detection maps jumping versus stillness to narrative choices about… | ||
| Bogtactics: Enhancing Environmental Awareness Through Serious Gaming | Maximilian von Detten, Kevin Pakula | 03m |
Bogtactics is a strategy serious game that uses generative AI to create educational content about peatlands and forces players to manage resources, population… | ||
| C.A.L.Y.P.S.O.: Designing Gameplay Features for Improving Player's Cybersecurity Self-Efficacy | Isadora Krsek, Shuyang Chen, Sauvik Das, Jason I. Hong, Laura A. Dabbish | 03m |
C.A.L.Y.P.S.O. is a playable RPG detective choose-your-own-adventure that is built to boost cybersecurity self-efficacy by letting players practice real tools… | ||
| CHI PLAY BINGO | Raquel B Robinson, Alberto Alvarez, Elisa D. Mekler | 01m |
A playable workshop designs a customized BINGO card that attendees carry to sessions to prompt concrete moments (e.g., specific phrases, methodological… | ||
| Duet: VR Pair Dancing with Partner Movement Manipulation | Markus Laattala, Perttu Hämäläinen | 03m |
A two-player Meta Quest prototype implements a networked contemporary-dance experience where players stay in a small physical area while the system creates the… | ||
| Edutainment in the Context of Science Communication in Virtual Reality | Prajwal DSouza, Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari | 03m |
A VR experience called Colors, Dimensions of Reality builds a 3D exploratory world that literally shrinks players to plant-cell scale to inspect vacuoles… | ||
| EncoreLife: A Gamified Platform to Enhance Older Adults' Social Connections and Daily Life Struct... | Zhiwen Qiu, Hsin-Ming Chao, Mengye Zhu, Chaoyu Wang, Saleh Kalantari | 03m |
A gamified mobile system called EncoreLife app is built to help new retirees regain routine and social ties using the Gamification Octalysis framework and… | ||
| Error 409: The Portable Phygital Game Based on Binary to Decimal Number Conversion | Vijayanand Banahatti, Yash Karanjavkar, Hayat Tamboli, Deekshaa Nim, Prasad Bokil | 03m |
A portable phygital console with a common toggle switch panel and magnets forces two players to convert secret decimal numbers into binary by flipping bits… | ||
| Foldiverse: Augmenting Paper Folding Physiotherapy for Children with Autism via Family-Centered M... | Jianan Johanna Liu, Danlin Huang, Yuqi Song, Shan Luo, Botao Amber Hu | 03m |
Foldiverse is a wearable AR glasses app that turns origami physiotherapy into a guided game, offering step-by-step paper folding tutorials, real-time feedback… | ||
| Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sight... | Shan Luo, Jianan Johanna Liu, Botao Amber Hu | 03m |
An archery exergame is built that replaces visual aiming with sound cues using an infrared-sensor bow so players target an unseen bullseye by matching pitch to… | ||
| Mindfulness Techniques Taught Through Game Mechanics | Daeun Hwang, Edward F. Melcer | 03m |
Interactive narrative mobile game built in Unity mobile app follows teenager Jenny and her dog Fido and embeds three concrete mechanics: mindful breathing (tap… | ||
| MOFA The Ghost: Demonstrating an Asymmetrical Social Exertion Game in Spontaneous Collocated Mixe... | Botao Amber Hu, Yilan Elan Tao, Yuchen Zhang, Sizheng Hao, Rem RunGu Lin | 01m |
A working prototype called MOFA The Ghost combines MR HMDs and handheld AR to turn device asymmetry into gameplay by assigning three distinct roles Ghost… | ||
| Playing Esker Formations: Additive Games with a 3D Printer | Linas K. Gabrielaitis | 03m |
A playable prototype called Playing Esker uses a desktop 3D printer as the gameboard, printing evolving esker‑like hills while two players place moves that… | ||
| Proteus Card Deck: Enabling Remote Play with A Physical Card Deck | Ali Haider Rizvi, Oliver Schneider, Mark Hancock | 01m |
Proteus Card Deck: Enabling Remote Play with A Physical Card Deck
Ali Haider Rizvi, Oliver Schneider, Mark Hancock
CHIPLAY 2024: The Annual Symposium on… | ||
| Scented Days: Exploring the Capacity of Smell Narratives | Eunsol Sol Choi, Yi Xie, Sihao Chen, Elin Carstensdottir, Edward F. Melcer | 02m |
Scented Days is a working prototype narrative game that uses timed olfactory cues delivered by scent emitters to encode plot beats and simulate loss of… | ||
| Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Cl... | Merlin Steven Opp, Kathrin Gerling, Meshaiel M Alsheail, Dmitry Alexandrovsky, Marvin Frederik Wolf | 03m |
A research prototype called Snarky’s Adventure implements configurable playtime and multiple versions that vary degree of closure and progress visualization to… | ||
| SoundTrek: A Virtual Reality Audio Perspective-Switching Game | Isak de Villiers Bosman, Ross Tordiffe, Kristine Jørgensen, Juho Hamari | 03m |
Built a VR prototype where players switch auditory perspective between a first-person listener and a third-person avatar to navigate levels, with obstacles and… | ||
| Space Probe Retrieval: A LiDAR-Based Augmented Reality Game for Forest Data Collection | Ville-Veikko Uhlgren, Samuli Laato, Tuomas Yrttimaa, Philip Chambers, Mikko Vastaranta, Timo Nummenmaa | 03m |
An AR game built in Unity and ARKit uses a LiDAR-capable iPhone 12+ to steer a virtual spacecraft so users move their device to generate usable forest point… | ||
| Tingbao: A musical Immersive Experience Inspired by Environmental Themes | Sophia Ppali, Yun Jung Jang, Marina Pasia, Andreas Papallas, Panayiotis Zaphiris, Alexandra Covaci | 03m |
Tingbao: A musical Immersive Experience Inspired by Environmental Themes
Sophia Ppali, Yun Jung Jang, Marina Pasia, Andreas Papallas, Panayiotis Zaphiris… | ||
| Designing for engagement: Cozy gaming for long term goals | Luz Alejandra Magre | 03m |
Long-term ACL rehab sees 50–70% noncompliance and only 55% return to competitive sport. This project tests an immersive VR, cozy-game framework that targets… | ||
| Developing a Virtual-Reality Game for Empathy Enhancement and Perspective-Taking in the Context o... | Kseniia Harshina | 03m |
A virtual reality game prototype aims to increase empathy and understanding of forced migration by recreating scenarios that foreground loss of home, danger… | ||
| Enhancing Empathy Through Personalized AI-Driven Experiences and Conversations with Digital Human... | Tom Tucek | 03m |
A game framework uses large language models to drive dynamic narratives and take control of digital humans, generating personalized empathy-building… | ||
| Exploring Gaming Wearables for Players with Upper Limb Motor Disabilities through Design Fiction ... | Georgia Loewen | 03m |
Research extends wearable game input to players with upper limb motor disabilities, arguing that Xbox Adaptive and PlayStation Access Controller setups remain… | ||
| Fighting Toxicity Through Positive and Preventative Intervention | Michel Wijkstra | 03m |
Claims that current game moderation is mostly reactive and relies on negative reinforcement (mutes, bans), and proposes shifting to proactive systems that use… | ||
| Hiki-game-ori: a Proposed Framework for Therapeutic Game Development for Socially Isolated Audiences | Brian Confessor | 03m |
A PhD project builds several small prototype games—including location-based games and visual-novel–style variants—then runs them with high-risk hikikomori… | ||
| In-Car Gaming: Exploring the Global and Psychological Context | Johanna Eiting | 03m |
Research maps a gap in user preferences for in-car gaming using a mixed methods pipeline: scoping review, surveys and interviews and planned field studies, and… | ||
| Interdisciplinary Game Development: Situating the Professional Expertise and Skill-Building among... | Mark Staun Poulsen | 03m |
PhD project maps how newcomers learn interdisciplinary game-making through three qualitative case studies (a startup, an education site, and an established… | ||
| Investigating the Implementation and Effects of Personalized Gamification in Education | Ya Xiao | 03m |
A systematic review identifies gaps, then a new player type model is synthesized from four prominent models and a validated questionnaire is developed… | ||
| Leveraging Games to Foster Empathy toward Refugees | Ameneh Safari | 03m |
Analyzes player reviews of five refugee-narrative games (examples: My love; We the Refugees; Ticket to Europe; Path Out; My Llife as a Refugee) and claims… | ||
| Promoting End-User Security and Privacy Through Serious Game Development | Nancy N. Blackburn | 03m |
Project creates and tests two tools to help novice developers make effective security and privacy serious games: OGrES (a four‑part design compass) and EGDAT… | ||
| Supporting Computing-centred Intuitions for Quantum Computing through Play | Caiseal Beardow | 03m |
Argues that play can build computing-centred intuitions for quantum computing rather than teaching quantum physics, reports an expert review that identifies… | ||
| The Emotional Landscape of League of Legends: A Gendered Analysis | Federica Serena Giusti | 03m |
A sample of 102 champions (52 female, 50 male) excludes those without facial features and codes facial emotion using Paul Ekman and Friesen plus three… | ||
| Towards the design of playful water experiences using interactive technology | Maria F. Montoya | 03m |
Research claims a design path for playful water experiences and builds a working XR prototype called Fluito that nests a VR headset and bubble haptics inside a… | ||
| Advantages of Friend-Modelled Social Interactive Feedforward for VR Exergaming | Soumya C. Barathi, Daniel J. Finnegan, Michael J. Proulx, Eamonn O'Neill, Christof Lutteroth | 07m |
A cycling VR exergame implements social interactive feedforward: players race against enhanced avatar models set to their prior speed but with resistance… | ||
| Designing a Technique-Oriented Sport Training Game for Motivating a Change in Running Technique | Ian Smith, Erik J Scheme, Scott Bateman | 07m |
A four-condition experiment on a CAREN system tests whether games help runners adopt a toe strike instead of heel striking, comparing non-game text feedback, a… | ||
| From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists | Maria Chiu, Elina Tochilnikova, Casper Harteveld | 08m |
Eight physical therapists test Supernatural VR on Meta Quest for 10–15 minutes each, all choosing flow mode, and report strong mental benefits but limited… | ||
| That’s the way I (dis-)like it! – Effect of Gamer Types and Competitiveness in VR Exergaming | Dominik Cyrillus Lange-Nawka, Burkhard Wünsche, Samuel E R Thompson | 05m |
A controlled study with 38 participants builds a hands‑free VR cycling exergame with three conditions: solo, ghost self‑competition, and an AI opponent, and… | ||
| The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Olde... | Reza Hadi Mogavi, Juhyung Son, Simin YANG, Derrick M. Wang, Lydia Choong, Ahmad ALHILAL, Pengyuan Zhou, Pan Hui, Lennart E. Nacke | 08m |
Sixty-four one‑on‑one interviews across China Japan and South Korea (average age 71, range 61–85, 37 female) reveal that socio‑cultural factors—perceptions of… | ||
| "Trust the Process'': An Exploratory Study of Process Visualizations for Self-Reflection in Leagu... | Erica Kleinman, Jason Xu, Johannes Pfau, Magy Seif El-Nasr | 08m |
A controlled study with 28 intermediate players uses a recorded gold collection 1v1 against a bot and compares a purpose-built process visualization vs… | ||
| Changing Climate Change Mental Models Through Game-Based Learning: A Controlled Experiment Involv... | Daniel Fernández Galeote, Nevena Sicevic, Nikoletta-Zampeta Legaki, Juho Hamari | 07m |
A lab experiment uses the 3D narrative game Climate Connected: Outbreak plus a PC version and a text with graphs to test learning on 107 participants who draw… | ||
| Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speed... | Ioannis Bikas, Johannes Pfau, Thomas Muender, Rainer Malaka | 07m |
Laboratory study with n=30 (two groups of 15) trains Super Mario Bros. speedruns for 20 minutes, then gives five unguided trial attempts per level while… | ||
| Method of Electrical Muscle Stimulation to Improve Hand-eye Coordination Training in Gaming | Shuo Zhou, Norihisa Segawa | 07m |
System uses EMS plus eye-tracking and a custom training game to bias attention during bilateral hand movements, with an initial 10 participants attention test… | ||
| “Wichita 1-1, Fox Three” – The Role of 3D Telemetry Analysis in Combat Flight Simulation | Sourabh Vijaykumar Mane, Niklas Elmqvist | 08m |
A web-based system called Dakari 3D player renders full 3D telemetry from DCS World and supports free navigation in time and space, a director tool with event… | ||
| A Topic Modeling Approach Towards Understanding the Discourse between Religion and Videogames on ... | Sai Siddartha Maram, Johannes Pfau, Mansi Rajendra Kasar, Magy Seif El-Nasr | 07m |
A corpus of 1,128 religious posts with 4,119 comments and 4,557 game posts with 12,236 comments is embedded with an open sentence embedder from Hugging Face… | ||
| Diverse Perspectives: An Inclusive Serious Game for (International) Students | Geertje Peters Rit, Anja Volk, Hanna Hauptmann | 08m |
A Ren'Py visual novel called Diverse Perspectives simulates social dilemmas for international students with branching endings and a binary perspective switch… | ||
| From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Acce... | Georgia Loewen, Karen Anne Cochrane, Audrey Girouard | 07m |
Two-phase study interviews 11 players with upper-limb motor disabilities then runs a smaller participatory workshop to ideate wearable controllers, analyzed… | ||
| Mod Installation as Reclaiming Representational Diversity: The Role of Aesthetic Agency in Starde... | Sid Cook, Bryan Semaan | 08m |
Claims that installing aesthetic mods lets players reclaim representation by reshaping characters and narratives, supported by a content analysis plus… | ||
| Are stress and engagement in toxicity associated with sleep quality? A study with League of Legen... | Bastian Kordyaka, Samuli Laato, Sebastian Weber, Björn Niehaves | 08m |
Retrospective 30‑day survey of League of Legends players (N=212, recruited via Prolific) uses validated scales, covariance‑based analyses and PROCESS in SPSS… | ||
| How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2 | Alan Pedrassoli Chitayat | 08m |
Proposes a win condition model for Dota 2 that reverses standard win prediction: instead of mapping game state to winner, it maps a chosen winner to the game… | ||
| How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Beha... | Michel Wijkstra, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp, Julian Frommel | 07m |
Systematic review screens 1,176 papers and extracts 36 interventions for toxic behavior in online games, categorizing targets as general or targeted attacks… | ||
| Toxicity by Game Design: How Players Perceive the Influence of Game Design on Toxicity | Zinan Zhang, Sam Moradzadeh, Andrew Woan, Yubo Kou | 08m |
A study conducts interviews with 20 players across 29 online games and uses reflective thematic analysis to identify four game design patterns that shape… | ||
| You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in Esports | Yeonhee Cho, Michele Newman, Caroline Pitt, Jason C. Yip, Jin Ha Lee | 08m |
A physical tabletop intervention called TILTED tabletop game is co-designed over 21 co-design sessions and tested in four user testing sessions with collegiate… | ||
| Advancing Mixed Reality Game Development: An Evaluation of a Visual Game Analytics Tool in Action... | Parisa Sargolzaei, Mudit Rastogi, Loutfouz Zaman | 08m |
Built GAMR, a mixed reality analytics tool with reconstructed gameplay playback, 2D heatmaps, and speech-to-text annotations plus advanced hand, camera, input… | ||
| Ah-Aloud Method to Comprehend Time-Series Emotion Observation During Gameplay: An Initial Investi... | Takeru Yamagishi, Yuki Yasunaka, Eri Takayama, Takashi Nomaru, Takanori Komatsu, Keita Watanabe | 08m |
Proposes the ah-aloud method where 24 Japanese players vocalize “ah” while playing Sliding Penguin and two raters score pleasure and arousal every second on a… | ||
| An Investigation of the Test-Retest Reliability of the miniPXI | Aqeel Haider, Günter Wallner, Kathrin Gerling, Vero Vanden Abeele | 06m |
Researchers recruit 100 participants on Prolific (≥98% approval, €11/hr) to play four short browser games (15–20 min) and repeat measures after a 3-week gap… | ||
| Towards Democratisation of Games User Research: Exploring Playtesting Challenges of Indie Video G... | Alena Denisova, Steve Bromley, Pejman Mirza-Babaei, Elisa D. Mekler | 08m |
Interviews with 13 indie developers reveal five core themes about playtesting: difficulty recruiting representative participants (NDAs and trusted panels bias… | ||
| Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their P... | Janelle E. MacKenzie, Madison Klarkowski, Ella M Horton, Maryanne Theobald, Susan Danby, Lisa Kervin, Lance Barrie, Philippa Kate Amery, Manesha Andradi, Simon Smith, Regan L. Mandryk, Daniel Johnson | 08m |
Lab sessions collect psychophysiological signals (webcam facial expressions, eye tracker, ear‑clip PPG heart rate, forearm GSR) while 68 participants aged 7–13… | ||
| Folk Models of Loot Boxes in Video Games | Jinhe Wen, Zhongyang Zhang, Tuan M. Tran, Lianrui Mu, Tauhidur Rahman, Haojian Jin | 07m |
Study uses a content analysis of 80 forum posts and 24 interviews with bottom-up open coding to produce a taxonomy of 15 folk models in four groups. Key… | ||
| From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition | Hilda Hadan, Sabrina Alicia Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke | 08m |
Analysis of game mechanics plus a deductive taxonomy and a thematic Reddit analysis finds nine deceptive mechanics introduced during the Overwatch transition… | ||
| Harmful Design in User-Generated Games and its Ethical and Governance Challenges: An Investigatio... | Zinan Zhang, Sam Moradzadeh, Xinning Gui, Yubo Kou | 08m |
Analyzes three years of a Roblox creator subreddit using an inductive thematic approach on 29 hundred threads and finds concrete mechanisms that spawn harmful… | ||
| “What a stupid way to do business”: Towards an Understanding of Older Adults’ Perceptions of Dece... | Kalya Win Aung, Ewan Soubutts, Aneesha Singh | 06m |
Two studies (survey N=61, evaluation N=65) examine older adults’ responses to deceptive e‑commerce patterns and test a gamified inoculation. Participants react… | ||
| “Wow another fake game from YouTube ad”: Unpacking Fake Games Through a Mixed-Methods Investigation | Sam Moradzadeh, Yubo Kou | 07m |
Study maps fake mobile games with a practical method: a walkthrough + thematic analysis workflow that downloads and plays titles, compares ads to gameplay, and… | ||
| Aiming, Pointing, Steering: A Core Task Analysis Framework for Gameplay | Bastian Ilsø Hougaard, Hendrik Knoche | 08m |
Proposes that gameplay can be rigorously modeled as recurring interaction tasks and supplies a concrete framework of four analysis tools: Identification… | ||
| Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions | Dmitry Alexandrovsky, Kathrin Gerling, Merlin Steven Opp, Christopher Benjamin Hahn, Max V. Birk, Meshaiel M Alsheail | 08m |
Two-phase empirical work combines n=16 interviews and n=111 survey responses to show disengagement is often positive when it provides satisfaction and closure… | ||
| Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super Hexagon | Colby Johanson, Susanne Poeller, Madison Klarkowski, Regan L. Mandryk | 08m |
An online experiment with N=144 uses a logged clone of Super Hexagon (single level) plus a stress induction (PASAT-C) or a low‑intensity bubble‑popping control… | ||
| How Boardgame Players Imagine Interacting With Technology | Timea Farkas, Nathan Gerard Jayy Hughes, Rebecca Fiebrink | 08m |
31 hobbyist players generate 242 design ideas that get coded into 42 categories and 11 high-level groups, producing a taxonomy of inputs, processing, and… | ||
| Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder Approach | Noor Hammad, Erik Harpstead, Jessica Hammer | 08m |
Two-phase design study with 36 stakeholders (developers, streamers, moderators, viewers, designers, researchers) uses affinity diagramming and a co-design… | ||
| Balancing Playability and Historical Accuracy in Game Design – Developing the Struve Geodetic Arc... | Sanni Mustonen, Siiri Paananen, Emma Eckhoff, Ashley Colley | 08m |
A mobile game called Steps of Struve targets ages 12+ and is developed 2020–2022 to teach the northern leg of the Struve Geodetic Arc while favoring… | ||
| Discussing the Protagonist Role of Students in Game-Based Learning | Petra Francesca Weixelbraun, Barbara Göbl, Matthias Steinböck, Mirjam Duvivié, Fares Kayali | 07m |
Project runs over 18 months with 45 students who design seven DGBL concepts tackling four SDGs using commercial and serious games plus remixing to build… | ||
| Learning from Users: Everyday Playful Interactions to Support Architectural Spatial Changes | Cansu Çetin Er, Oğuzhan Özcan | 08m |
User study with 17 interviews and a 13-person diary in gated Istanbul communities identifies 12 spatial play potentials grouped into four themes… | ||
| Learning from Users: Everyday Playful Interactions to Support Architectural Spatial Changes | Cansu Çetin Er, Oğuzhan Özcan | ? |
Learning from Users: Everyday Playful Interactions to Support Architectural Spatial Changes
Cansu Çetin Er, Oğuzhan Özcan
CHIPLAY 2024: The Annual Symposium… | ||
| News Ninja: Gamified Annotation of Linguistic Bias in Online News | Smi Hinterreiter, Timo Spinde, Sebastian Oberdörfer, Isao Echizen, Marc Erich Latoschik | 08m |
News Ninja is a gamified annotation tool with a tutorial and five modes including Publish game mode and Quick Words that collects labels from players recruited… | ||
| Questions without Answers: Enjoyment of Irresolution in Mystery Player Experience | Emmi L. K. Kärnä, Jaakko Väkevä, Heidi Rautalahti, Janne Lindqvist | 08m |
Formalist game analysis of five acclaimed single-player mystery games (71 hours total, one playthrough each) uses a 31-code codebook to derive three themes and… | ||
| Danger, Nuisance, Disregard: Analyzing User-Generated Videos for Augmented Reality Gameplay on Ha... | Lik Hang Lee, Zijun Lin | 08m |
Analysis of 242 YouTube videos (mostly Pokémon GO) claims frequent real-world harms: players hit bystanders, fall off cliffs, collide with cars, trigger crowds… | ||
| Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pin... | Daniel Johnson, Nicholas O'Donnell, Julian Frommel, Regan L. Mandryk | 08m |
Controlled within-subject study with N=60 compares Ghostbusters tables on physical, VR, and PC pinball and measures player experience and task demand… | ||
| Gamification of walking in nature: A field experiment with Pokémon GO Routes | Samuli Laato, Sampsa Rauti, Bastian Kordyaka, Konstantinos Papangelis, Sangwon Jung, Timo Nummenmaa, Juho Hamari | 08m |
A field experiment creates 13 Routes in Pokémon GO and logs walks from summer 2023 to Dec 20 2023, plus a survey with n=67 survey responses. Results show 13… | ||
| Participatory Design of an Embodied Mixed Reality Experience Aimed to Assessing Individual and Co... | Olga Gali, Gözde Tüter, Sena Beste Ercan, Óscar Delgado, Gray Atherton, Liam Cross, Narcis Pares | 08m |
A participatory design with 50 children produces Dragonice, a Unity-built full-body mixed reality environment projected on a 6x6 m floor projection that asks… | ||
| Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual Reality | Michael Yin, Robert Xiao | 08m |
Observational analysis of 47 VR games and an 18‑participant VR study find two concrete design axes: physical motion triggers (e.g., waving feels more natural… | ||
| Exploring the Role of Action Mechanics in Game-Based Stress Recovery | Rafael Alves Heinze, Regan L. Mandryk, Madison Klarkowski | 08m |
Sixty participants undergo a stress induction then play a modded Risk of Rain 2 for 15 minutes across three conditions: Combat-Required, Combat-Optional… | ||
| Playful Resilience: Empowering Recovery through Autobiographical Game-Based Storytelling in the O... | Sandra Danilovic, Kenny Chee, Michelle Skop | 07m |
Community-engaged game jams recruit 21 adults across three events in Brantford and Hamilton to make autobiographical games with Scratch, Twine, Bitsy… | ||
| Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategie... | Sahar Mirhadi, Ioanna Iacovides, Alena Denisova | 08m |
Survey of 130 participants and a content analysis of 269 segments identify 31 game aspects across six categories and show most aspects are beneficial (197 of… | ||
| Pseudo-Scientist: Towards Narrative Interventions for Imposter Syndrome | Katelyn Grasse, Nic Junius, Kevin Weatherwax, Shweta Kumari Sisodiya, Amanda Martin, Elin Carstensdottir | 08m |
An interactive choice-driven story called "Pseudo-Scientist" is built and tested in a randomized comparison with 107 early undergraduate STEM students across… | ||
| Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Ga... | Marc Schubhan, Maximilian Altmeyer, Katja Rogers, Donald Degraen, Pascal Lessel, Antonio Krüger | 08m |
Custom tagging platform, sound validation (N=50), main experiment N=109 and qualitative interviews N=9 compare points and badges displayed visually… | ||
| Echoes of Player Experience: A Literature Review on Audio Assessment and Player Experience in Games | Caio Nunes, Ticianne Darin | 06m |
Literature review uses Creswell methodology and searches Scopus IEEE ACM yielding 481 hits reduced to 26 papers, maps 17 countries with UK at 15.7% and finds… | ||
| Juicy Audio: Audio Designers' Conceptualisation of the Term in Video Games | Kieran Hicks, Katja Rogers, Kathrin Gerling, Lennart E. Nacke | 08m |
Twelve industry audio designers give hourlong interviews that are analyzed with hybrid deductive and inductive thematic coding plus content analysis, revealing… | ||
| Like It or Not: Exploring the Impact of (Dis)liked Background Music on Player Behavior and Experi... | Marc Schubhan, Sridhar Karra, Maximilian Altmeyer, Antonio Krüger | 07m |
Lab study uses a web Tetris prototype with self-selected songs and three conditions (no music, liked, disliked), each played twice by N=31 participants… | ||
| Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames | Sukran Karaosmanoglu, Moritz Wegner, Sebastian Cmentowski, Frank Steinicke | 07m |
A VR exergame with static poses and 3D cut-out walls approaching players tests four conditions (no, audio, visual, audiovisual) with N=32. Continuous cues use… | ||
| Human-AI Collaboration in Cooperative Games: A Study of Playing Codenames with an LLM Assistant | Matthew Sidji, Wally Smith, Melissa J. Rogerson | 08m |
Study tests an LLM assistant helping clue-givers in Codenames with 54 participants across ten groups, each playing three rounds. The assistant reliably boosts… | ||
| Sketchar: Supporting Character Design and Illustration Prototyping Using Generative AI | Long Ling, Xinyi Chen, Ruoyu Wen, Toby Jia-Jun Li, RAY LC | 07m |
Sketchar is a web tool that uses generative models plus ChatGPT to turn written design intents into editable character images and structured profiles… | ||
| Towards Ethical AI Moderation in Multiplayer Games | Lucy A. Sparrow, Ren Galwey, Dahlia Jovic, Taylor Hardwick, Mahli-Ann Butt | 08m |
Study runs two expert workshops and 26 interviews and shows AI moderation usually reinforces top‑down, punitive systems rather than nurturing communities… | ||
| “I’m a Solo Developer but AI is My New Ill-Informed Co-Worker”: Envisioning and Designing Generat... | Ruchi Panchanadikar, Guo Freeman | 07m |
Qualitative analysis of 3,091 posts and comments from Reddit and Facebook shows generative AI tools like ChatGPT and Midjourney both speed indie production and… | ||
| "I Found it Cathartic": Exploring Empathy and Mental Health Awareness in Psychological Horror Vid... | Filipe Pinheiro Tomé, Ana Cristina Pires, Anna Jiskrová, Ana Cristina Saial, Pedro Campos | 06m |
Study of Silent Hill 2 uses semi‑structured interviews and the Toronto Empathy Questionnaire with 11 participants to test whether psychological horror fosters… | ||
| "More than just a game, it’s an app that builds awareness around Mental Health": Mental Health St... | Soraya S. Anvari, Jessica Hammer, Rina R. Wehbe | 08m |
A mixed reality system combines a mobile app and a large public display with four mini-games (Catch-snow, GoNoGo, quiz, Myth-Buster) deployed for two weeks on… | ||
| Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental Health | Velvet Spors, Imo Kaufman | 08m |
A week‑long remote game jam hosted by the National Videogame Museum engages 19 participants using a Caring Systems toolkit (workbook, ideation cards… | ||
| Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Inte... | Cristobal Catalan, Lina Gega, Jonathan Hook | 07m |
Qualitative study interviews 10 UK clinicians about using walking simulator mechanics as interventions for generalized anxiety disorder, reporting that… | ||
| Culture Clash: When Deceptive Design Meets Diverse Player Expectations | Hilda Hadan, Sabrina Alicia Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke | 03m |
Paper claims deceptive design drives impulsive purchases, longer sessions, and emotional dissonance and argues cultural cues can amplify that effect. Uses a… | ||
| Five CHI PLAY Papers I Like: On Championing Published Work That Has Merit | Elisa D. Mekler | 03m |
Argues CHI PLAY does a poor job documenting why awarded papers matter and offers four reasons to champion published papers: strengthens judgment, makes… | ||
| Mute, Block, Punish, Reward? A Call to Shift the Research Focus From Concealing Toxicity in Games... | Susanne Poeller, Raquel B Robinson | 03m |
Argument: shift research away from concealment tools like mute, block, punish toward designing interventions that build community norms and prevent toxicity… | ||
| Design Kitsch | Mattia Thibault | 02m |
Argues that many speculative design pieces amount to a superficial rhetorical stance labeled Kitsch Criticality rather than a real critique, diagnosing why… | ||
| PingPonGPT: Write Your Next Paper while Playing Table Tennis with the Help of AI | Oğuz Turan Buruk, Ahmet Börütecene | 03m |
A prototype augmented table tennis system uses force sensors placed on the table so ball strikes at mapped spots send real‑time ChatGPT prompts that seed… | ||
| The Untapped Potential of Escape Rooms as Gamified Research Environments | Erica Kleinman, Casper Harteveld | 03m |
Argues escape rooms are an underused research platform and makes three concrete, actionable claims: flexible modality — rooms scale from physical to VR to 2D… | ||
| ACMGVR: Architecturally Consistent Mazes for Games in Virtual Reality | Puru Ojha, Y. Raghu Reddy | 03m |
Claims a runtime system that procedurally generates architecturally consistent mazes using two block types (section walls and connecting corridors), places… | ||
| Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga... | Hilda Hadan, Leah Zhang-Kennedy, Lennart E. Nacke | 03m |
Built a VR Deceptive Game Design Assessment Guide and synthesize eight themes covering 71 deceptive patterns, then run a seven-week autoethnography on Moss… | ||
| Exploring AR Experience with Thermojelly: a Competitive AR Board-game with Tangible Interfaces | Eleonora Chitti, Riccardo Iervolino, N. Alberto Borghese | 03m |
ThermoJelly is a smartphone-based local multiplayer AR board game built from eight square tiles that players arrange horizontally or at different heights… | ||
| Exploring the Influence of Avatar Skin Tone in VR Educational Games | Olaoluwa Oyedokun, Syed Tanzim Mubarrat, Amogh Joshi, Christos Mousas, Dominic Kao | 03m |
A VR educational programming game is built to test how avatar skin tone affects learning and experience, using a validated Tiffany et al. avatar set and VR… | ||
| Galaxy Escape: A Game as a Tabletop Holographic Digital Twin Interface | Iina Nikkarikoski, Johanna Pehkonen, Iiris Kivelä, Paula Alavesa, Mikko Korkiakoski | 03m |
Multiplayer tabletop augmented reality built on Tilt5 maps a virtual escape room to a digital twin of a physical room and links game puzzles to room data. A… | ||
| HoleyMoley: A Cognitive Assessment for Emotion Recognition in Virtual Reality | Andrii Lenyshyn, You Zhi Hu, Mark Chignell, Alex Mariakakis | 03m |
A VR Whac‑A‑Mole called HoleyMoley combines a choice‑reaction task with an emotion‑recognition task, logging gaze, controller and speech data to timestamp… | ||
| Humanizing Artifacts: An Educational Game For Cultural Heritage Artifacts and History Using Gener... | Fengsen Gao, Ke Fang, Wai Kin (Victor) Chan | 03m |
A puzzle game called Spirits of Artifacts humanizes objects as Knowledge Actor narrators and uses generative AI LLMs to generate first person memories, text… | ||
| Paintings in the Age of VR Reproductions: Examining the Design of Virtual Reality Galleries | Samira Soltani, Daniel Harley | 03m |
Analysis of 20 VR applications shows most galleries mimic physical museums, with many free apps including a Mona Lisa reproduction by the Louvre and low-budget… | ||
| The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VR | Madalyn Javier, Sara Wheeler, Qianhui Ni, Magdalayna Drivas, Katelyn Grace Wong, Sofia Fitzsimmons, Ria Panda, Tierney Burke, Saunder Salazar, Jessie Jiang, Lynn Carol Miller, David C. Jeong | 03m |
48 participants (10 VR novices) customize avatars inside Meta Horizon Worlds using the Meta Quest Pro with facial and eye tracking, then 44 qualitative… | ||
| Virtual Real Spaces: In-Home Gaming Experiences Bridging Reality and Virtuality | Chris Elvis Leisi, Ulrich Götz | 03m |
Claims a workflow and two prototypes that turn actual homes into playable mixed‑reality arenas using Meta Quest headsets and room scanning. One prototype… | ||
| A Game Design Approach to Failure to Enhance Learning Games | Sílvia Fornós, Sofie Beier | 03m |
Claim: misspelling and mispronunciation enhance engagement for beginner readers when treated as playable failure. Built a functional prototype where kids drag… | ||
| Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing | Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari | 03m |
A two-by-two factorial experiment digital game vs text and distant vs near frame with n=126 uses a Tampere real-world cue and finds both media and frames… | ||
| EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden | Donald Degraen, Elena Werny, Marc Schubhan, Maximilian Altmeyer, Antonio Krüger | 01m |
EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden
Donald Degraen, Elena Werny, Marc Schubhan, Maximilian Altmeyer, Antonio… | ||
| Game Design Concepts: A Tertiary Literature Review | Sol Pinheiro Klapztein, Ana Cláudia Guimarães Santos, Wilk Oliveira, J. Tuomas Harviainen, André Ribeiro de Oliveira, Juho Hamari | 03m |
A tertiary literature review uses GMA protocol on Scopus records to screen ~311 secondary studies and includes 9 that meet criteria; it reports a wide… | ||
| Identifying Children Metacognitive Monitoring Performance Through Facial Expressions | Xingran Ruan, Kangcheng Wang, Charaka Palansuriya, Aurora Constantin | 03m |
Built a labeled video dataset called Affect2Metacognition from recordings of children using the Meta-Brainhood app with six puzzle types and post-round… | ||
| Refresher Training through Digital and Physical, Card-Based Game for Accredited Social Health Act... | Arka Majhi, Aparajita Mondal, Satish B. Agnihotri | 03m |
A card-based physical game and a smartphone-based game are developed and deployed with 368 CHWs randomized into four equal groups (digital game, physical card… | ||
| Shloka: Developing Climate Change interventions through a lens of Religion and Videogames | Sai Siddartha Maram, Yash Malegaonkar, Mário Escarce Junior, Magy Seif El-Nasr | 03m |
A serious game called Shloka uses visual ethnography at tumala and sabala to map Hindu rituals onto playable mechanics and ships seven ritual-based levels. An… | ||
| Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human Design | Çağlar Genç, Ferran Altarriba Bertran, Oğuz Turan Buruk, Sangwon Jung, Velvet Spors, Juho Hamari | 03m |
Shroom Cards presents a physical card kit and two structured activities that push designers to enact alternative human and non-human positions; the tool uses… | ||
| The Adventure in Science Museum: AR Game Featuring Anthropomorphized Companion to Enhance Learnin... | Annisa Dhia Baswedan, Satoru Tokuhisa | 03m |
An AR game called The Adventure in Science Museum places chibi anthropomorphic companions at five themed zones (organisms, future, space, environment, life)… | ||
| Virtual Patientization: A Playable Design for Clinical Ultrasound Training by Embedding Virtual L... | Masaki Goda, Goshiro Yamamoto, Chang Liu, Kazumasa Kishimoto, Sho Mitarai, Yukiko Mori, Tomohiro Kuroda | 03m |
A system that tracks organs in live ultrasound from healthy volunteers and overlays synthetic pathology using image processing lets trainees search for lesions… | ||
| Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game In... | Aska Mayer, Marcel Thiel-Woznica | 03m |
Video analysis compares two Elden Ring livestream cases: Dance Pad: full-body embodied play, no controller overlays and EEG BCI: specific actions triggered by… | ||
| Enabling Restorative Hawaiian Futurism via a Tabletop Role-Playing Game and Digital Ha‘i Mo‘olelo | Rachel Baker-Ramos, Michael Parkin, Angelica Raza-Furtado, Alika Spahn Naihe, Jeffrey Vierra, Jack Hobbs, Aaron Ramirez, Chantel Rubin-Molina, Cheridean Kaaialii, Celeste Mason, Yaman Sangar, May Okihiro, Josiah Hester | 03m |
Kaona is a cooperative tabletop RPG plus digital storyteller co-designed with Theorycraftist Games, the Pacific Alliance Against COVID team at Waiʻanae… | ||
| Exploring the Design of Playful Devices for Surfing | Maria F. Montoya, Aryan Saini, Nathalie Overdevest, Benjamin Randall, Sarah Jane Pell, Florian 'Floyd' Mueller | 03m |
Claims a soma design process yields two working prototypes: a size‑adjustable top made from thermochromic fabric with waterproof vibrotactile actuators in the… | ||
| GravField: Towards Designing an Inter-bodily Live-Coding Performance System within Collocated Mix... | Botao Amber Hu, Yuemin Huang, Mingze Chai, Xiaobo Aaron Hu, Yilan Elan Tao | 02m |
GravField: Towards Designing an Inter-bodily Live-Coding Performance System within Collocated Mix...
Botao Amber Hu, Yuemin Huang, Mingze Chai, Xiaobo Aaron… | ||
| Hydrone: Bringing Interactivity to Small Water Features | Mohsen Ensafjoo, Alexander Bakogeorge, Chau Nguyen, Alexander Verni, Finch Gabriel Assadoullaev, Vivian Fung, David McFarlane, Paul H. Dietz, Fanny Chevalier, Ali Mazalek | 03m |
Hydrone: Bringing Interactivity to Small Water Features
Mohsen Ensafjoo, Alexander Bakogeorge, Chau Nguyen, Alexander Verni, Finch Gabriel Assadoullaev, Vivian… | ||
| Intuitive Brain-Computer Interface Control Using Onomatopoeia for an Enhanced Gaming Experience | Ataru Nihei, Reo Hirano, Keita Watanabe | 02m |
A video game using noninvasive EEG lets players trigger flame or thunder spells by combining visual imagery of the magic with onomatopoeic speech imagery… | ||
| Light Up Fireflies: Exploring the Design of Interpersonal Bodily Intertwinement in Social Body Games | Yingtong Lu, Zhuying Li, Yan Wang, Ding Ding | 03m |
A two-player VR game prototypes virtual co-embodiment where each person controls one half of a single avatar; walking through a forest players must touch… | ||
| Stage & Play: Using Game Technologies in the Context of Digitally-mediated Theater Performances | Nils Gallist, Manuel Lattner, Michael Lankes, Juergen Hagler | 03m |
A prototype production called "Do You Have Time?" integrates Unreal Engine to render a digital twin of the Landestheater Linz stage and enables real-time… | ||
| ``Are Crowdsourcing Platforms Reliable for Video Game-related Research?'' A Case Study on Amazon ... | Linus Eisele, Giovanni Apruzzese | 03m |
Three crowdsourced surveys across 14 popular games with n=302 use gamertag checks as a verification step that is trivial for genuine gamers but costly for… | ||
| An Exploration of Game Level Design to Evoke Spatial Exploration: The Influence of a Secondary Task | Pedro Acevedo, Minsoo Choi, Huimin Liu, Dominic Kao, Christos Mousas | 03m |
Procedural content generation creates two 25x25-cell open-world levels optimized by Mean Spatial Exploration Cost and Occupied Area Cost and the study runs a… | ||
| Day 'n' Nite: Investigating the Effects of Day and Night Time in the Real World and Game Worlds o... | Emma Sophie Reichert, Anna-Lena Babl, Michael Pickl, Michael Lankes, Martin Kocur | 03m |
Built a maze-based game with four levels each containing four mini-games and ran it with 24 participants split between late morning and late evening sessions… | ||
| Facilitative Agents with Deliberate Handicaps in Traditional Competitive Games for Improved Playa... | Sho Mitarai, Chang Liu, Goshiro Yamamoto, Nagisa Munekata | 03m |
A VR recreation of Daruma‑san ga koronda pits a moving player (arm swings to move, both hands forward to jump) against a disturbing player who places a… | ||
| Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer On... | Bastian Kordyaka, Nicole A Beres, Rachel Kowert, Samuli Laato, Regan L. Mandryk | 03m |
Survey data from 204 League of Legends players using multiple regression shows self-reported toxic behavior positively predicts in-game spending, with the… | ||
| Paying Customer, not Necessarily a Retained Customer in Freemium Games | JAEJUN LEE, Soyoun Eom, CHENYU YAN | 03m |
Analysis of an idle RPG dataset from Dealers Only Squad measures days from signup to first in-app purchase and links timing to retention. Players who buy on… | ||
| Personalized Matchmaking Restrictions for Reduced Exposure to Toxicity: Preliminary Insights from... | Thom Bongaards, Maurits Adriaanse, Julian Frommel | 03m |
Paper tests personalized matchmaking restrictions by building an interactive prototype and letting n = 11 players explore it, followed by semi-structured… | ||
| Space Oddity: A Demonstration of the Self-Efficacy Game Elements Framework | Maryam Samadi, Cody J. Phillips, Madison Klarkowski | 03m |
Builds Space Oddity, a shoot 'em up that embeds a concrete framework of self-efficacy elements and tests them in a between‑subjects experiment with 66 players… | ||
| Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Play... | Dion Deng, Radosław Trepanowski, Mingrui Li, Yin Zhang, Mila Bujić, Juho Hamari | 02m |
Analysis of 597,680 matches from top Korean League of Legends players collected via RIOS Games API shows only tiny but significant effects: winning streaks… | ||
| Towards Understanding Waiting in Video Games | Nina Tepponen, Prabhav Bhatnagar, Perttu Hämäläinen | 03m |
A semi-systematic literature review searches four queries and examines the first 50 results from each, yielding 21 relevant articles that are grouped into five… | ||
| Understanding the Design of Emotionally Impactful Game Feel | Prabhav Bhatnagar, Markus Laattala, Supriya Dutta, Perttu Hämäläinen | 03m |
Paper presents a Constructivist Grounded Theory analysis of 42 game mechanics and a shared corpus that maps specific feel elements to emotions, claiming game… | ||
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