~/talks

Kathrin Gerling

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Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Cl...CHI PLAY 20242024-10-14
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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An Investigation of the Test-Retest Reliability of the miniPXICHI PLAY 20242024-10-14
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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Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsCHI PLAY 20242024-10-14
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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Juicy Audio: Audio Designers' Conceptualisation of the Term in Video GamesCHI PLAY 20242024-10-14
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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Vulnerability and Play: Exploring the Mundane Ways in Which Games Might Harm PlayersCHI PLAY 20232023-10-10
Argues that vulnerability is not just a player trait but an emergent property of games where mechanics, context and design choices produce vulnerability as…
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GMap: Supporting Free-Form Text Entry of Game Titles in Games User ResearchCHI PLAY 20232023-10-10
GMap uses a fuzzing string machine to map messy free-form game-title entries (typos, extra spaces, unofficial abbreviations, duplicates) to canonical titles…
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Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout...CHI PLAY 20232023-10-10
Study tests miniPXI — an 11 single‑item inventory — on two iterations of nine game prototypes with 16 participants and finds the instrument reliably detects…
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Juicy Game Design: Understanding the Impact of Visual Embellishments on Player ExperienceCHI PLAY 20192019-10-22
Two controlled studies compare visual embellishments in two purpose-built games (40 participants: Frogger-like Cuber and Dungeon Descent) and a commercial mod…
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The Surrogate Body in PlayCHI PLAY 20192019-10-22
Argues that cinematic surrogate body theory needs modification for games because players not only lend emotion but also lend actions as well as affect to game…
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Designing Movement-based Play With Young People Using Powered WheelchairsCHI 20162016-05-07
Nine young people (ages 13–22) help co-design three wheelchair-controlled games (Speed Slope, Rumble Robots, Rainbow Journey) built in Unity using an extended…
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