~/conference

CHI PLAY 2024

date:2024-10-14..2024-10-17
location:-- online --
series:CHI PLAY · 4 editions
editions:[CHI PLAY 2019, CHI PLAY 2020, CHI PLAY 2023, CHI PLAY 2024]
titleauthorlength
"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 Cochrane03m
A playable installation that uses webcam-based exergame input and computer vision pose detection maps jumping versus stillness to narrative choices about…
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Bogtactics: Enhancing Environmental Awareness Through Serious GamingMaximilian von Detten, Kevin Pakula03m
Bogtactics is a strategy serious game that uses generative AI to create educational content about peatlands and forces players to manage resources, population…
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C.A.L.Y.P.S.O.: Designing Gameplay Features for Improving Player's Cybersecurity Self-EfficacyIsadora Krsek, Shuyang Chen, Sauvik Das, Jason I. Hong, Laura A. Dabbish03m
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…
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CHI PLAY BINGORaquel B Robinson, Alberto Alvarez, Elisa D. Mekler01m
A playable workshop designs a customized BINGO card that attendees carry to sessions to prompt concrete moments (e.g., specific phrases, methodological…
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Duet: VR Pair Dancing with Partner Movement ManipulationMarkus Laattala, Perttu Hämäläinen03m
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…
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Edutainment in the Context of Science Communication in Virtual RealityPrajwal DSouza, Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari03m
A VR experience called Colors, Dimensions of Reality builds a 3D exploratory world that literally shrinks players to plant-cell scale to inspect vacuoles…
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EncoreLife: A Gamified Platform to Enhance Older Adults' Social Connections and Daily Life Struct...Zhiwen Qiu, Hsin-Ming Chao, Mengye Zhu, Chaoyu Wang, Saleh Kalantari03m
A gamified mobile system called EncoreLife app is built to help new retirees regain routine and social ties using the Gamification Octalysis framework and…
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Error 409: The Portable Phygital Game Based on Binary to Decimal Number ConversionVijayanand Banahatti, Yash Karanjavkar, Hayat Tamboli, Deekshaa Nim, Prasad Bokil03m
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…
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Foldiverse: Augmenting Paper Folding Physiotherapy for Children with Autism via Family-Centered M...Jianan Johanna Liu, Danlin Huang, Yuqi Song, Shan Luo, Botao Amber Hu03m
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…
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Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sight...Shan Luo, Jianan Johanna Liu, Botao Amber Hu03m
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…
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Mindfulness Techniques Taught Through Game MechanicsDaeun Hwang, Edward F. Melcer03m
Interactive narrative mobile game built in Unity mobile app follows teenager Jenny and her dog Fido and embeds three concrete mechanics: mindful breathing (tap…
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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 Lin01m
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…
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Playing Esker Formations: Additive Games with a 3D PrinterLinas K. Gabrielaitis03m
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…
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Proteus Card Deck: Enabling Remote Play with A Physical Card DeckAli Haider Rizvi, Oliver Schneider, Mark Hancock01m
Proteus Card Deck: Enabling Remote Play with A Physical Card Deck Ali Haider Rizvi, Oliver Schneider, Mark Hancock CHIPLAY 2024: The Annual Symposium on…
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Scented Days: Exploring the Capacity of Smell NarrativesEunsol Sol Choi, Yi Xie, Sihao Chen, Elin Carstensdottir, Edward F. Melcer02m
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…
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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 Wolf03m
A research prototype called Snarky’s Adventure implements configurable playtime and multiple versions that vary degree of closure and progress visualization to…
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SoundTrek: A Virtual Reality Audio Perspective-Switching GameIsak de Villiers Bosman, Ross Tordiffe, Kristine Jørgensen, Juho Hamari03m
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…
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Space Probe Retrieval: A LiDAR-Based Augmented Reality Game for Forest Data CollectionVille-Veikko Uhlgren, Samuli Laato, Tuomas Yrttimaa, Philip Chambers, Mikko Vastaranta, Timo Nummenmaa03m
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…
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Tingbao: A musical Immersive Experience Inspired by Environmental ThemesSophia Ppali, Yun Jung Jang, Marina Pasia, Andreas Papallas, Panayiotis Zaphiris, Alexandra Covaci03m
Tingbao: A musical Immersive Experience Inspired by Environmental Themes Sophia Ppali, Yun Jung Jang, Marina Pasia, Andreas Papallas, Panayiotis Zaphiris…
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Designing for engagement: Cozy gaming for long term goalsLuz Alejandra Magre03m
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…
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Developing a Virtual-Reality Game for Empathy Enhancement and Perspective-Taking in the Context o...Kseniia Harshina03m
A virtual reality game prototype aims to increase empathy and understanding of forced migration by recreating scenarios that foreground loss of home, danger…
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Enhancing Empathy Through Personalized AI-Driven Experiences and Conversations with Digital Human...Tom Tucek03m
A game framework uses large language models to drive dynamic narratives and take control of digital humans, generating personalized empathy-building…
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Exploring Gaming Wearables for Players with Upper Limb Motor Disabilities through Design Fiction ...Georgia Loewen03m
Research extends wearable game input to players with upper limb motor disabilities, arguing that Xbox Adaptive and PlayStation Access Controller setups remain…
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Fighting Toxicity Through Positive and Preventative InterventionMichel Wijkstra03m
Claims that current game moderation is mostly reactive and relies on negative reinforcement (mutes, bans), and proposes shifting to proactive systems that use…
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Hiki-game-ori: a Proposed Framework for Therapeutic Game Development for Socially Isolated AudiencesBrian Confessor03m
A PhD project builds several small prototype games—including location-based games and visual-novel–style variants—then runs them with high-risk hikikomori…
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In-Car Gaming: Exploring the Global and Psychological ContextJohanna Eiting03m
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…
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Interdisciplinary Game Development: Situating the Professional Expertise and Skill-Building among...Mark Staun Poulsen03m
PhD project maps how newcomers learn interdisciplinary game-making through three qualitative case studies (a startup, an education site, and an established…
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Investigating the Implementation and Effects of Personalized Gamification in EducationYa Xiao03m
A systematic review identifies gaps, then a new player type model is synthesized from four prominent models and a validated questionnaire is developed…
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Leveraging Games to Foster Empathy toward RefugeesAmeneh Safari03m
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…
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Promoting End-User Security and Privacy Through Serious Game DevelopmentNancy N. Blackburn03m
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…
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Supporting Computing-centred Intuitions for Quantum Computing through PlayCaiseal Beardow03m
Argues that play can build computing-centred intuitions for quantum computing rather than teaching quantum physics, reports an expert review that identifies…
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The Emotional Landscape of League of Legends: A Gendered AnalysisFederica Serena Giusti03m
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…
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Towards the design of playful water experiences using interactive technologyMaria F. Montoya03m
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…
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Advantages of Friend-Modelled Social Interactive Feedforward for VR ExergamingSoumya C. Barathi, Daniel J. Finnegan, Michael J. Proulx, Eamonn O'Neill, Christof Lutteroth07m
A cycling VR exergame implements social interactive feedforward: players race against enhanced avatar models set to their prior speed but with resistance…
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Designing a Technique-Oriented Sport Training Game for Motivating a Change in Running TechniqueIan Smith, Erik J Scheme, Scott Bateman07m
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…
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From Novelty to Clinical Practice: Exploring VR Exergames with Physical TherapistsMaria Chiu, Elina Tochilnikova, Casper Harteveld08m
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…
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That’s the way I (dis-)like it! – Effect of Gamer Types and Competitiveness in VR ExergamingDominik Cyrillus Lange-Nawka, Burkhard Wünsche, Samuel E R Thompson05m
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…
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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. Nacke08m
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…
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"Trust the Process'': An Exploratory Study of Process Visualizations for Self-Reflection in Leagu...Erica Kleinman, Jason Xu, Johannes Pfau, Magy Seif El-Nasr08m
A controlled study with 28 intermediate players uses a recorded gold collection 1v1 against a bot and compares a purpose-built process visualization vs…
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Changing Climate Change Mental Models Through Game-Based Learning: A Controlled Experiment Involv...Daniel Fernández Galeote, Nevena Sicevic, Nikoletta-Zampeta Legaki, Juho Hamari07m
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…
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Low Latency Feedback: Contrasting Training Outcomes of Immediate versus Delayed Feedback in Speed...Ioannis Bikas, Johannes Pfau, Thomas Muender, Rainer Malaka07m
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…
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Method of Electrical Muscle Stimulation to Improve Hand-eye Coordination Training in GamingShuo Zhou, Norihisa Segawa07m
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…
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“Wichita 1-1, Fox Three” – The Role of 3D Telemetry Analysis in Combat Flight SimulationSourabh Vijaykumar Mane, Niklas Elmqvist08m
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…
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A Topic Modeling Approach Towards Understanding the Discourse between Religion and Videogames on ...Sai Siddartha Maram, Johannes Pfau, Mansi Rajendra Kasar, Magy Seif El-Nasr07m
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…
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Diverse Perspectives: An Inclusive Serious Game for (International) StudentsGeertje Peters Rit, Anja Volk, Hanna Hauptmann08m
A Ren'Py visual novel called Diverse Perspectives simulates social dilemmas for international students with branching endings and a binary perspective switch…
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From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Acce...Georgia Loewen, Karen Anne Cochrane, Audrey Girouard07m
Two-phase study interviews 11 players with upper-limb motor disabilities then runs a smaller participatory workshop to ideate wearable controllers, analyzed…
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Mod Installation as Reclaiming Representational Diversity: The Role of Aesthetic Agency in Starde...Sid Cook, Bryan Semaan08m
Claims that installing aesthetic mods lets players reclaim representation by reshaping characters and narratives, supported by a content analysis plus…
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Are stress and engagement in toxicity associated with sleep quality? A study with League of Legen...Bastian Kordyaka, Samuli Laato, Sebastian Weber, Björn Niehaves08m
Retrospective 30‑day survey of League of Legends players (N=212, recruited via Prolific) uses validated scales, covariance‑based analyses and PROCESS in SPSS…
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How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2Alan Pedrassoli Chitayat08m
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…
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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 Frommel07m
Systematic review screens 1,176 papers and extracts 36 interventions for toxic behavior in online games, categorizing targets as general or targeted attacks…
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Toxicity by Game Design: How Players Perceive the Influence of Game Design on ToxicityZinan Zhang, Sam Moradzadeh, Andrew Woan, Yubo Kou08m
A study conducts interviews with 20 players across 29 online games and uses reflective thematic analysis to identify four game design patterns that shape…
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You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in EsportsYeonhee Cho, Michele Newman, Caroline Pitt, Jason C. Yip, Jin Ha Lee08m
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…
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Advancing Mixed Reality Game Development: An Evaluation of a Visual Game Analytics Tool in Action...Parisa Sargolzaei, Mudit Rastogi, Loutfouz Zaman08m
Built GAMR, a mixed reality analytics tool with reconstructed gameplay playback, 2D heatmaps, and speech-to-text annotations plus advanced hand, camera, input…
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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 Watanabe08m
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…
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An Investigation of the Test-Retest Reliability of the miniPXIAqeel Haider, Günter Wallner, Kathrin Gerling, Vero Vanden Abeele06m
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…
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Towards Democratisation of Games User Research: Exploring Playtesting Challenges of Indie Video G...Alena Denisova, Steve Bromley, Pejman Mirza-Babaei, Elisa D. Mekler08m
Interviews with 13 indie developers reveal five core themes about playtesting: difficulty recruiting representative participants (NDAs and trusted panels bias…
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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 Johnson08m
Lab sessions collect psychophysiological signals (webcam facial expressions, eye tracker, ear‑clip PPG heart rate, forearm GSR) while 68 participants aged 7–13…
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Folk Models of Loot Boxes in Video GamesJinhe Wen, Zhongyang Zhang, Tuan M. Tran, Lianrui Mu, Tauhidur Rahman, Haojian Jin07m
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…
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From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play TransitionHilda Hadan, Sabrina Alicia Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke08m
Analysis of game mechanics plus a deductive taxonomy and a thematic Reddit analysis finds nine deceptive mechanics introduced during the Overwatch transition…
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Harmful Design in User-Generated Games and its Ethical and Governance Challenges: An Investigatio...Zinan Zhang, Sam Moradzadeh, Xinning Gui, Yubo Kou08m
Analyzes three years of a Roblox creator subreddit using an inductive thematic approach on 29 hundred threads and finds concrete mechanisms that spawn harmful…
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“What a stupid way to do business”: Towards an Understanding of Older Adults’ Perceptions of Dece...Kalya Win Aung, Ewan Soubutts, Aneesha Singh06m
Two studies (survey N=61, evaluation N=65) examine older adults’ responses to deceptive e‑commerce patterns and test a gamified inoculation. Participants react…
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“Wow another fake game from YouTube ad”: Unpacking Fake Games Through a Mixed-Methods InvestigationSam Moradzadeh, Yubo Kou07m
Study maps fake mobile games with a practical method: a walkthrough + thematic analysis workflow that downloads and plays titles, compares ads to gameplay, and…
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Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayBastian Ilsø Hougaard, Hendrik Knoche08m
Proposes that gameplay can be rigorously modeled as recurring interaction tasks and supplies a concrete framework of four analysis tools: Identification…
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Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsDmitry Alexandrovsky, Kathrin Gerling, Merlin Steven Opp, Christopher Benjamin Hahn, Max V. Birk, Meshaiel M Alsheail08m
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…
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Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super HexagonColby Johanson, Susanne Poeller, Madison Klarkowski, Regan L. Mandryk08m
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…
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How Boardgame Players Imagine Interacting With TechnologyTimea Farkas, Nathan Gerard Jayy Hughes, Rebecca Fiebrink08m
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…
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Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder ApproachNoor Hammad, Erik Harpstead, Jessica Hammer08m
Two-phase design study with 36 stakeholders (developers, streamers, moderators, viewers, designers, researchers) uses affinity diagramming and a co-design…
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Balancing Playability and Historical Accuracy in Game Design – Developing the Struve Geodetic Arc...Sanni Mustonen, Siiri Paananen, Emma Eckhoff, Ashley Colley08m
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…
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Discussing the Protagonist Role of Students in Game-Based LearningPetra Francesca Weixelbraun, Barbara Göbl, Matthias Steinböck, Mirjam Duvivié, Fares Kayali07m
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…
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Learning from Users: Everyday Playful Interactions to Support Architectural Spatial ChangesCansu Çetin Er, Oğuzhan Özcan08m
User study with 17 interviews and a 13-person diary in gated Istanbul communities identifies 12 spatial play potentials grouped into four themes…
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Learning from Users: Everyday Playful Interactions to Support Architectural Spatial ChangesCansu 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…
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News Ninja: Gamified Annotation of Linguistic Bias in Online NewsSmi Hinterreiter, Timo Spinde, Sebastian Oberdörfer, Isao Echizen, Marc Erich Latoschik08m
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…
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Questions without Answers: Enjoyment of Irresolution in Mystery Player ExperienceEmmi L. K. Kärnä, Jaakko Väkevä, Heidi Rautalahti, Janne Lindqvist08m
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…
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Danger, Nuisance, Disregard: Analyzing User-Generated Videos for Augmented Reality Gameplay on Ha...Lik Hang Lee, Zijun Lin08m
Analysis of 242 YouTube videos (mostly Pokémon GO) claims frequent real-world harms: players hit bystanders, fall off cliffs, collide with cars, trigger crowds…
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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. Mandryk08m
Controlled within-subject study with N=60 compares Ghostbusters tables on physical, VR, and PC pinball and measures player experience and task demand…
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Gamification of walking in nature: A field experiment with Pokémon GO RoutesSamuli Laato, Sampsa Rauti, Bastian Kordyaka, Konstantinos Papangelis, Sangwon Jung, Timo Nummenmaa, Juho Hamari08m
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…
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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 Pares08m
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…
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Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityMichael Yin, Robert Xiao08m
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…
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Exploring the Role of Action Mechanics in Game-Based Stress RecoveryRafael Alves Heinze, Regan L. Mandryk, Madison Klarkowski08m
Sixty participants undergo a stress induction then play a modded Risk of Rain 2 for 15 minutes across three conditions: Combat-Required, Combat-Optional…
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Playful Resilience: Empowering Recovery through Autobiographical Game-Based Storytelling in the O...Sandra Danilovic, Kenny Chee, Michelle Skop07m
Community-engaged game jams recruit 21 adults across three events in Brantford and Hamilton to make autobiographical games with Scratch, Twine, Bitsy…
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Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategie...Sahar Mirhadi, Ioanna Iacovides, Alena Denisova08m
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…
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Pseudo-Scientist: Towards Narrative Interventions for Imposter SyndromeKatelyn Grasse, Nic Junius, Kevin Weatherwax, Shweta Kumari Sisodiya, Amanda Martin, Elin Carstensdottir08m
An interactive choice-driven story called "Pseudo-Scientist" is built and tested in a randomized comparison with 107 early undergraduate STEM students across…
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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 Krüger08m
Custom tagging platform, sound validation (N=50), main experiment N=109 and qualitative interviews N=9 compare points and badges displayed visually…
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Echoes of Player Experience: A Literature Review on Audio Assessment and Player Experience in GamesCaio Nunes, Ticianne Darin06m
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…
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Juicy Audio: Audio Designers' Conceptualisation of the Term in Video GamesKieran Hicks, Katja Rogers, Kathrin Gerling, Lennart E. Nacke08m
Twelve industry audio designers give hourlong interviews that are analyzed with hybrid deductive and inductive thematic coding plus content analysis, revealing…
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Like It or Not: Exploring the Impact of (Dis)liked Background Music on Player Behavior and Experi...Marc Schubhan, Sridhar Karra, Maximilian Altmeyer, Antonio Krüger07m
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…
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Move, React, Repeat! The Role of Continuous Cues in Immersive ExergamesSukran Karaosmanoglu, Moritz Wegner, Sebastian Cmentowski, Frank Steinicke07m
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…
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Human-AI Collaboration in Cooperative Games: A Study of Playing Codenames with an LLM AssistantMatthew Sidji, Wally Smith, Melissa J. Rogerson08m
Study tests an LLM assistant helping clue-givers in Codenames with 54 participants across ten groups, each playing three rounds. The assistant reliably boosts…
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Sketchar: Supporting Character Design and Illustration Prototyping Using Generative AILong Ling, Xinyi Chen, Ruoyu Wen, Toby Jia-Jun Li, RAY LC07m
Sketchar is a web tool that uses generative models plus ChatGPT to turn written design intents into editable character images and structured profiles…
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Towards Ethical AI Moderation in Multiplayer GamesLucy A. Sparrow, Ren Galwey, Dahlia Jovic, Taylor Hardwick, Mahli-Ann Butt08m
Study runs two expert workshops and 26 interviews and shows AI moderation usually reinforces top‑down, punitive systems rather than nurturing communities…
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“I’m a Solo Developer but AI is My New Ill-Informed Co-Worker”: Envisioning and Designing Generat...Ruchi Panchanadikar, Guo Freeman07m
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…
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"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 Campos06m
Study of Silent Hill 2 uses semi‑structured interviews and the Toronto Empathy Questionnaire with 11 participants to test whether psychological horror fosters…
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"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. Wehbe08m
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…
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Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental HealthVelvet Spors, Imo Kaufman08m
A week‑long remote game jam hosted by the National Videogame Museum engages 19 participants using a Caring Systems toolkit (workbook, ideation cards…
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Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Inte...Cristobal Catalan, Lina Gega, Jonathan Hook07m
Qualitative study interviews 10 UK clinicians about using walking simulator mechanics as interventions for generalized anxiety disorder, reporting that…
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Culture Clash: When Deceptive Design Meets Diverse Player ExpectationsHilda Hadan, Sabrina Alicia Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke03m
Paper claims deceptive design drives impulsive purchases, longer sessions, and emotional dissonance and argues cultural cues can amplify that effect. Uses a…
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Five CHI PLAY Papers I Like: On Championing Published Work That Has MeritElisa D. Mekler03m
Argues CHI PLAY does a poor job documenting why awarded papers matter and offers four reasons to champion published papers: strengthens judgment, makes…
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Mute, Block, Punish, Reward? A Call to Shift the Research Focus From Concealing Toxicity in Games...Susanne Poeller, Raquel B Robinson03m
Argument: shift research away from concealment tools like mute, block, punish toward designing interventions that build community norms and prevent toxicity…
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Design KitschMattia Thibault02m
Argues that many speculative design pieces amount to a superficial rhetorical stance labeled Kitsch Criticality rather than a real critique, diagnosing why…
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PingPonGPT: Write Your Next Paper while Playing Table Tennis with the Help of AIOğuz Turan Buruk, Ahmet Börütecene03m
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…
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The Untapped Potential of Escape Rooms as Gamified Research EnvironmentsErica Kleinman, Casper Harteveld03m
Argues escape rooms are an underused research platform and makes three concrete, actionable claims: flexible modality — rooms scale from physical to VR to 2D…
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ACMGVR: Architecturally Consistent Mazes for Games in Virtual RealityPuru Ojha, Y. Raghu Reddy03m
Claims a runtime system that procedurally generates architecturally consistent mazes using two block types (section walls and connecting corridors), places…
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Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga...Hilda Hadan, Leah Zhang-Kennedy, Lennart E. Nacke03m
Built a VR Deceptive Game Design Assessment Guide and synthesize eight themes covering 71 deceptive patterns, then run a seven-week autoethnography on Moss…
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Exploring AR Experience with Thermojelly: a Competitive AR Board-game with Tangible InterfacesEleonora Chitti, Riccardo Iervolino, N. Alberto Borghese03m
ThermoJelly is a smartphone-based local multiplayer AR board game built from eight square tiles that players arrange horizontally or at different heights…
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Exploring the Influence of Avatar Skin Tone in VR Educational GamesOlaoluwa Oyedokun, Syed Tanzim Mubarrat, Amogh Joshi, Christos Mousas, Dominic Kao03m
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…
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Galaxy Escape: A Game as a Tabletop Holographic Digital Twin InterfaceIina Nikkarikoski, Johanna Pehkonen, Iiris Kivelä, Paula Alavesa, Mikko Korkiakoski03m
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…
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HoleyMoley: A Cognitive Assessment for Emotion Recognition in Virtual RealityAndrii Lenyshyn, You Zhi Hu, Mark Chignell, Alex Mariakakis03m
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…
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Humanizing Artifacts: An Educational Game For Cultural Heritage Artifacts and History Using Gener...Fengsen Gao, Ke Fang, Wai Kin (Victor) Chan03m
A puzzle game called Spirits of Artifacts humanizes objects as Knowledge Actor narrators and uses generative AI LLMs to generate first person memories, text…
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Paintings in the Age of VR Reproductions: Examining the Design of Virtual Reality GalleriesSamira Soltani, Daniel Harley03m
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…
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The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VRMadalyn 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. Jeong03m
48 participants (10 VR novices) customize avatars inside Meta Horizon Worlds using the Meta Quest Pro with facial and eye tracking, then 44 qualitative…
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Virtual Real Spaces: In-Home Gaming Experiences Bridging Reality and VirtualityChris Elvis Leisi, Ulrich Götz03m
Claims a workflow and two prototypes that turn actual homes into playable mixed‑reality arenas using Meta Quest headsets and room scanning. One prototype…
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A Game Design Approach to Failure to Enhance Learning GamesSílvia Fornós, Sofie Beier03m
Claim: misspelling and mispronunciation enhance engagement for beginner readers when treated as playable failure. Built a functional prototype where kids drag…
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Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance FramingDaniel Fernández Galeote, Nikoletta-Zampeta Legaki, Juho Hamari03m
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…
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EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual GardenDonald Degraen, Elena Werny, Marc Schubhan, Maximilian Altmeyer, Antonio Krüger01m
EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden Donald Degraen, Elena Werny, Marc Schubhan, Maximilian Altmeyer, Antonio…
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Game Design Concepts: A Tertiary Literature ReviewSol Pinheiro Klapztein, Ana Cláudia Guimarães Santos, Wilk Oliveira, J. Tuomas Harviainen, André Ribeiro de Oliveira, Juho Hamari03m
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…
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Identifying Children Metacognitive Monitoring Performance Through Facial ExpressionsXingran Ruan, Kangcheng Wang, Charaka Palansuriya, Aurora Constantin03m
Built a labeled video dataset called Affect2Metacognition from recordings of children using the Meta-Brainhood app with six puzzle types and post-round…
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Refresher Training through Digital and Physical, Card-Based Game for Accredited Social Health Act...Arka Majhi, Aparajita Mondal, Satish B. Agnihotri03m
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…
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Shloka: Developing Climate Change interventions through a lens of Religion and VideogamesSai Siddartha Maram, Yash Malegaonkar, Mário Escarce Junior, Magy Seif El-Nasr03m
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…
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Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human DesignÇağlar Genç, Ferran Altarriba Bertran, Oğuz Turan Buruk, Sangwon Jung, Velvet Spors, Juho Hamari03m
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…
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The Adventure in Science Museum: AR Game Featuring Anthropomorphized Companion to Enhance Learnin...Annisa Dhia Baswedan, Satoru Tokuhisa03m
An AR game called The Adventure in Science Museum places chibi anthropomorphic companions at five themed zones (organisms, future, space, environment, life)…
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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 Kuroda03m
A system that tracks organs in live ultrasound from healthy volunteers and overlays synthetic pathology using image processing lets trainees search for lesions…
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Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game In...Aska Mayer, Marcel Thiel-Woznica03m
Video analysis compares two Elden Ring livestream cases: Dance Pad: full-body embodied play, no controller overlays and EEG BCI: specific actions triggered by…
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Enabling Restorative Hawaiian Futurism via a Tabletop Role-Playing Game and Digital Ha‘i Mo‘oleloRachel 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 Hester03m
Kaona is a cooperative tabletop RPG plus digital storyteller co-designed with Theorycraftist Games, the Pacific Alliance Against COVID team at Waiʻanae…
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Exploring the Design of Playful Devices for SurfingMaria F. Montoya, Aryan Saini, Nathalie Overdevest, Benjamin Randall, Sarah Jane Pell, Florian 'Floyd' Mueller03m
Claims a soma design process yields two working prototypes: a size‑adjustable top made from thermochromic fabric with waterproof vibrotactile actuators in the…
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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 Tao02m
GravField: Towards Designing an Inter-bodily Live-Coding Performance System within Collocated Mix... Botao Amber Hu, Yuemin Huang, Mingze Chai, Xiaobo Aaron…
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Hydrone: Bringing Interactivity to Small Water FeaturesMohsen Ensafjoo, Alexander Bakogeorge, Chau Nguyen, Alexander Verni, Finch Gabriel Assadoullaev, Vivian Fung, David McFarlane, Paul H. Dietz, Fanny Chevalier, Ali Mazalek03m
Hydrone: Bringing Interactivity to Small Water Features Mohsen Ensafjoo, Alexander Bakogeorge, Chau Nguyen, Alexander Verni, Finch Gabriel Assadoullaev, Vivian…
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Intuitive Brain-Computer Interface Control Using Onomatopoeia for an Enhanced Gaming ExperienceAtaru Nihei, Reo Hirano, Keita Watanabe02m
A video game using noninvasive EEG lets players trigger flame or thunder spells by combining visual imagery of the magic with onomatopoeic speech imagery…
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Light Up Fireflies: Exploring the Design of Interpersonal Bodily Intertwinement in Social Body GamesYingtong Lu, Zhuying Li, Yan Wang, Ding Ding03m
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…
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Stage & Play: Using Game Technologies in the Context of Digitally-mediated Theater PerformancesNils Gallist, Manuel Lattner, Michael Lankes, Juergen Hagler03m
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…
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``Are Crowdsourcing Platforms Reliable for Video Game-related Research?'' A Case Study on Amazon ...Linus Eisele, Giovanni Apruzzese03m
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…
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An Exploration of Game Level Design to Evoke Spatial Exploration: The Influence of a Secondary TaskPedro Acevedo, Minsoo Choi, Huimin Liu, Dominic Kao, Christos Mousas03m
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…
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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 Kocur03m
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…
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Facilitative Agents with Deliberate Handicaps in Traditional Competitive Games for Improved Playa...Sho Mitarai, Chang Liu, Goshiro Yamamoto, Nagisa Munekata03m
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…
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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. Mandryk03m
Survey data from 204 League of Legends players using multiple regression shows self-reported toxic behavior positively predicts in-game spending, with the…
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Paying Customer, not Necessarily a Retained Customer in Freemium GamesJAEJUN LEE, Soyoun Eom, CHENYU YAN03m
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…
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Personalized Matchmaking Restrictions for Reduced Exposure to Toxicity: Preliminary Insights from...Thom Bongaards, Maurits Adriaanse, Julian Frommel03m
Paper tests personalized matchmaking restrictions by building an interactive prototype and letting n = 11 players explore it, followed by semi-structured…
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Space Oddity: A Demonstration of the Self-Efficacy Game Elements FrameworkMaryam Samadi, Cody J. Phillips, Madison Klarkowski03m
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…
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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 Hamari02m
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…
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Towards Understanding Waiting in Video GamesNina Tepponen, Prabhav Bhatnagar, Perttu Hämäläinen03m
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…
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Understanding the Design of Emotionally Impactful Game FeelPrabhav Bhatnagar, Markus Laattala, Supriya Dutta, Perttu Hämäläinen03m
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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