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CHI PLAY 2016: Austin, TX, USA
- Anna L. Cox, Phoebe O. Toups Dugas, Regan L. Mandryk, Paul A. Cairns, Vero Vanden Abeele, Daniel M. Johnson:
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, Companion Extended Abstracts, CHI PLAY 2016, Austin, TX, USA, October 16 - 19, 2016. ACM 2016, ISBN 978-1-4503-4458-6
Doctoral Consortium
- Nicole Crenshaw:
Social Experience in World of Warcraft: Technological and Ideological Mediations. 1-4 - Mehmet Kosa:
Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game Design. 10-13 - Nicolas J. LaLone:
The Spaces Between: Using Play to Situate the Social and the Technical in a Single Space. 14-17 - Gloria Opoku-Boateng:
Effect Of Platform Type on Player Gaming Experience: An Investigation of Brain Games for Cognitive Performance Enhancement in Healthy Older Adults. 18-20 - Sanghyun Yoo:
Multi-Person Interaction: Enhancing Practices for Interactive Group Participation. 21-24
Student Games Competition
- Maria Aufheimer, Johannes Bonenberger, David Klein, Imin Kurashvili, Katja Rogers:
Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations. 25-31 - Jaehee Cho, Yeongmin Won, Atit Kothari, Stephanie Fawaz, Zixu Ding, Xu Cheng:
INJUSTICE: Interactive Live Action Virtual Reality Experience. 33-37 - Daniel Clarke, Graham McGregor, Brianna Rubin, Jonathan Stanford, T. C. Nicholas Graham:
Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game. 39-45 - Timothy Day, Robert C. Gray, Weicheng Liu, Stefan Rank, Patrick Dean, Shangyu Chen, Juan Garzón:
Torchless: Asymmetry in a Shared Screen Dungeon Crawler. 47-53 - Lucas Martins de Souza, Irem Gökçe Yildirim, Anya Kolesnichenko, Taiwoo Park:
World Of Riders: Exercising is Fun. 55-60 - Dominic Elm, Gustavo Fortes Tondello, Dennis L. Kappen, Marim Ganaba, Melissa Stocco, Lennart E. Nacke:
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. 61-66 - Yogendra Patil, Michael Sarris, Matthew Gunter, Levy Averette:
PLANET 10: A Space Odyssey. 67-70 - Aaron Tabor, Alex Kienzle, Carly Smith, Alex Watson, Jason Wuertz, David Hanna:
The Falling of Momo: A Myo-Electric Controlled Game to Support Research in Prosthesis Training. 71-77 - Rina R. Wehbe, Diane K. Watson, Gustavo Fortes Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, Lennart E. Nacke:
ABOVE WATER: An Educational Game for Anxiety. 79-84
Works-in-Progress
- Josh Andres, Julian de Hoog, Jürg von Känel, Julian Berk, Xuan-Bach Dinh Le, Xizi Wang, Marcus Brazil, Florian 'Floyd' Mueller:
Exploring Human: eBike Interaction to Support Rider Autonomy. 85-92 - Andreas Bischof, Kevin Lefeuvre, Albrecht Kurze, Michael Storz, Sören Totzauer, Arne Berger:
Exploring the Playfulness of Tools for Co-Designing Smart Connected Devices: A Case Study with Blind and Visually Impaired Students. 93-99 - Ethan Burch, Jeremy Fernsler, Robert Brulle, Jichen Zhu:
Echo Chamber: A Persuasive Game on Climate Change Rhetoric. 101-107 - Cong Chen, Ajay Chander, Kanji Uchino, Kimiko Ryokai:
Guided Play: Automatic Stereotypical Behavior Analysis and Intervention during Play. 109-115 - Mark Claypool, Ragnhild Eg, Kjetil Raaen:
The Effects of Delay on Game Actions: Moving Target Selection with a Mouse. 117-123 - Simon Demediuk, William L. Raffe, Xiaodong Li:
An Adaptive Training Framework for Increasing Player Proficiency in Games and Simulations. 125-131 - Tapajit Dey, Jacob Logan Massengill, Audris Mockus:
Analysis of Popularity of Game Mods: A Case Study. 133-139 - Dominic Elm, Dennis L. Kappen, Gustavo Fortes Tondello, Lennart E. Nacke:
CLEVER: Gamification and Enterprise Knowledge Learning. 141-148 - Sarah I. Endress, Elisa D. Mekler, Klaus Opwis:
"It's Like I Would Die as Well": Gratifications of Fearful Game Experience. 149-155 - Seamus F. Forde, Elisa D. Mekler, Klaus Opwis:
Informational, but not Intrinsically Motivating Gamification': Preliminary Findings. 157-163 - Jonas Geuens, Ine D'haeseleer, Luc Geurts, Vero Vanden Abeele:
Lenses of Motivational Design for mHealth. 165-171 - Amy K. Hoover, Jackie Barnes, Borna Fatehi, Jesús Moreno-León, Gillian Puttick, Eli Tucker-Raymond, Casper Harteveld:
Assessing Computational Thinking in Students' Game Designs. 173-179 - Holly Hutson, Daniel M. Johnson, Xin-Yi Chua, James M. Hogan, Margot Brereton, Markus Rittenbruch, Benedetta Frida Baldi, Seán I. O'Donoghue:
Can Videogame Players Inform Better Scientific Visualization'. 181-187 - Wallace Santos Lages, Mahdi Nabiyouni, Leonardo Arantes:
Krinkle Cube: A Collaborative VR Game Using Natural Interaction. 189-196 - Shulan Lu, Derek Harter:
Toward a Cognitive Processing Theory of Player's Experience of Computer Mediated Environments. 198-203 - Anna Lisa Martin-Niedecken, Ulrich Götz:
Design and Evaluation of a Dynamically Adaptive Fitness Game Environment for Children and Young Adolescents. 205-212 - James Minogue, David Borland, Marc Russo, Shengyen Tony Chen:
Tracing the Development of a Haptically-enhanced Simulation for Teaching Phase Change. 213-219 - Justin Mockler, Eric Faggin:
SmartBar: Refining a Capacitive-Enabled Spacebar for Gamers. 221-227 - Raphaël Morin, Pierre-Majorique Léger, Sylvain Senecal, Marie-Christine Bastarache-Roberge, Mario Lefèbrve, Marc Fredette:
The Effect of Game Tutorial: A Comparison Between Casual and Hardcore Gamers. 229-237 - Joshua Newn, Eduardo Velloso, Marcus Carter, Frank Vetere:
Exploring the Effects of Gaze Awareness on Multiplayer Gameplay. 239-244 - Anna Nguyen, Stefan Rank:
Spatial Involvement in Training Mental Rotation with Minecraft. 245-252 - Amon Rapp:
The Value of Rewards: Exploring World of Warcraft for Gamification Design. 253-259 - Raquel Robinson, Katherine Isbister, Zachary Rubin:
All the Feels: Introducing Biometric Data to Online Gameplay Streams. 261-267 - Katja Rogers, Clemens Kamm, Michael Weber:
Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival Game. 269-276 - Rachel N. Simons:
Considering Diversity in Collaborative Video Game Design Work. 277-284 - João Sousa, Rui Jesus:
Exploring the Behavior of the Player to Change the Course of a Game. 285-290 - Sharon T. Steinemann, Elisa D. Mekler, Klaus Opwis:
The Winner Gives It All': Preliminary Results on The Role of Game Outcome on the Effectiveness of a Game for Change. 291-298 - Aaron Tabor, Scott Bateman, Erik J. Scheme:
Game-Based Myoelectric Training. 299-306 - Alexandra To, Anny Fan, Catherine Kildunne, Eda Zhang, Geoff Kaufman, Jessica Hammer:
Treehouse Dreams: A Game-Based Method for Eliciting Interview Data from Children. 307-314 - Gustavo Fortes Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, Lennart E. Nacke:
Heuristic Evaluation for Gameful Design. 315-323 - Ruth C. Torres, Phoebe O. Toups Dugas, Karin Wiburg, Barbara Chamberlin, Cynthia Gomez, Mehmet Ali Ozer:
Initial Design Implications for Early Algebra Games. 325-333 - Vero Vanden Abeele, Lennart E. Nacke, Elisa D. Mekler, Daniel M. Johnson:
Design and Preliminary Validation of The Player Experience Inventory. 335-341 - Kellie Vella, Daniel M. Johnson, Jo Mitchell:
Playing Support: Social Connectedness Amongst Male Videogame Players. 343-350 - Michael Williams, Hassen Gharbi, Aybike Ulusan, Özlem Ergun, Xiaofeng Zhu, Shiyu Zhang, Casper Harteveld:
Toward Human in the Loop Optimization Through Game-Based Experiments. 351-358 - Zhao Zhao, S. Ali Etemad, Anthony D. Whitehead, Ali Arya:
Motivational Impacts and Sustainability Analysis of a Wearable-based Gamified Exercise and Fitness System. 359-365
Workshop Summaries
- Elisa D. Mekler, Stefan Rank, Sharon T. Steinemann, Max Valentin Birk, Ioanna Iacovides:
Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect. 367-371 - Amon Rapp, Federica Cena, Frank Hopfgartner, Juho Hamari, Conor Linehan:
Fictional Game Elements: Critical Perspectives on Gamification Design. 373-377
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