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CHI PLAY 2022: Bremen, Germany
- Kathrin Gerling, Jo Iacovides, Rainer Malaka, Beth Bonsignore, Julian Frommel:
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022, Bremen, Germany, November 2-5, 2022. ACM 2022, ISBN 978-1-4503-9211-2
Keynote Talk
- Tracy Fullerton:
Transforming Walden: From Literature to Game; Indie to Art; and Console to Education. 1
Work in Progress
- Chinenye Ndulue, Marsha Melis, Rita Orji:
Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games. 2-7 - Dominic Kao, Alejandra J. Magana, Olaoluwa Oyedokun, Akash Ravi:
Towards an Educational Computing Career Exploration Game. 8-16 - Gokul Chettoor Jayakrishnan, Vijayanand Banahatti, Sachin Lodha, Gangadhara Reddy Sirigireddy, Shree Nivas:
Housie: A Multiplayer Game for Cybersecurity Training and Evaluation. 17-23 - David Halbhuber, Maximilian Huber, Valentin Schwind, Niels Henze:
Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency. 24-30 - Magnus Sten Andersen, Oliver Rask Schmahl, Giovanna Galli, Paula Alavesa, Minna Pakanen:
HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game. 31-37 - Peter Madsen, Henning Pohl, Timothy Merritt:
Fear Inducing Play in an AR Escape Room with Human and Robotic NPCs. 38-43 - Nick von Felten, Florian Brühlmann, Sebastian Andrea Caesar Perrig:
Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players. 44-50 - David Halbhuber, Julian Höpfinger, Valentin Schwind, Niels Henze:
A Dataset to Investigate First-Person Shooter Players. 51-56 - Chris Madge, Jussi Brightmore, Doruk Kicikoglu, Fatima Althani, Richard A. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio:
LingoTowns: A Virtual World For Natural Language Annotation and Language Learning. 57-62 - Pascal Lessel, Maximilian Altmeyer, Marc Schubhan, Dennis Gudea, Antonio Krüger:
"Absolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging Task. 63-69 - Thomas R. Pedersen, Iveta Ivanova, Michael Hjørringgaard, Julie Fredsgård, Freya K. B. Cornelius, Oliver Esman Pust, Henning Pohl:
Eggventures: Strengthening Connectedness through Coop-Play. 70-74 - Barbara Göbl, Suzana Jovicic, Natalie Denk, Simon Wimmer, Simone Kriglstein:
More Than Just Gameplay: Making a Case for "Let's Plays" in Education. 75-80 - Zgjim Memeti, Florian Brühlmann, Sebastian A. C. Perrig:
LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends. 81-86 - Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, Magy Seif El-Nasr:
Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies. 87-92 - Argenis Ramirez Gomez, Katarzyna Stawarz:
Socially Distanced Games: Exploring the Future Opportunities of Remote Play. 93-102 - Juan Carlos Vasquez Gomez:
Interactive Gamification for New Experimental Music: Initial Findings. 103-106 - James Byrne, Penny Sweetser:
Prototyping a Grip Pressure-Sensing Controller for Video Games. 107-112 - Thomas Constant, Guillaume Levieux:
Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play. 113-119 - Maria Fernanda Montoya Vega, Rakesh Patibanda, Christal Clashing, Sarah Jane Pell, Florian 'Floyd' Mueller:
Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation. 120-126 - Lillian Chan, David Chandross, Steven Cober, Richard Lachman:
TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy. 127-132 - David Kadish, Arezoo Sarkheyli-Hägele, José M. Font, Georg Hägele, Diederick C. Niehorster, Thomas Pederson:
Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and Carcassonne. 133-139 - Lieke Vermeulen, Max V. Birk, Scott Bateman, Henk S. Schipper, Sanne L. Nijhof, Yuan Lu:
"It's All in the Game" A board game to facilitate disease-related conversations between children with a chronic disease and their peers. 140-145 - So-youn Jang, Jisu Park, Hwajung Hong:
In Visible Climate Change: Exploring Immersive Data Visualisation to Promote Climate Change Awareness in a VR Game. 146-152 - Shreyas Nisal, Rakesh Patibanda, Aryan Saini, Elise van den Hoven, Florian 'Floyd' Mueller:
TouchMate: Understanding the Design of Body Actuating Games using Physical Touch. 153-158 - Jan-Willem van Rhenen, Carolina Centeio Jorge, Tiffany Matej Hrkalovic, Bernd Dudzik:
Effects of Social Behaviours in Online Video Games on Team Trust. 159-165 - Reika Takeshita, Anna Yokokubo, Guillaume Lopez:
Proposal for an Individually Adapted Video Viewing System Linked to the User's Feeling of Fear. 166-170 - Danlu Fei, Ze Gao, Linping Yuan, Zikai Alex Wen:
CollectiAR: Computer Vision-Based Word Hunt for Children with Dyslexia. 171-176 - Raluca Chisalita, Markus Murtinger, Simone Kriglstein:
Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable Energy. 177-182 - Max Alberts, Ellen A. M. de Ridder, Joris A. J. Lodewijks, Tamara V. Pinos Cisneros, Kayleigh Schoorl, Albert Ali Salah, Ben A. M. Schouten:
Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home Environment. 183-188 - Kyung Ho Park, Eunjo Lee, Huy Kang Kim:
Cashflow Tracing: Detecting Online game bots leveraging financial analysis with Recurrent Neural Networks. 189-195 - Yvonne A. Farah, Michael C. Dorneich:
Development of a Gamified Cooperative Teamwork Environment Using an Event-Based Approach. 196-202 - Simone Bassanelli, Antonio Bucchiarone:
GamiDOC: A Tool for Designing and Evaluating Gamified Solutions. 203-208 - Kasper de Vries, Peter van der Putten:
Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques. 209-214 - Evelyn O'Keeffe, Emmet Riordan, Fiona Loudoun, Bryan Boyle:
Understanding the Social Dividends and Risks for Female Gamers in Online Spaces. 215-220 - Emilie Maria Nybo Arendttorp, Heike Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged:
Save the Yummy Candyland: An Asymmetric Virtual Reality Game. 221-227 - Maria Vayanou, Angeliki Chrysanthi, Akrivi Katifori, Yannis E. Ioannidis:
Designing Mobile-based Jigsaw Puzzles for Collocated Groups. 228-232 - Dennis Reidsma, Robby W. van Delden, Joris P. Weijdom, René Engelhardt Hansen, Søren Lekbo, Rasmus Vestergaard Andersen, Lærke Schjødt Rasmussen, Lars Elbæk:
Considerations for (Teaching) Facilitator Roles for Movement-Based Design. 233-239 - Michael Schlauch, Cristina Sylla, Maitê Gil:
Investigating Social Emotional Learning at Primary School through Guided Interactive Storytelling. 240-245 - Yuxuan Huang, Yihe Wang, Tongxin Xiao, Rongqi Bei, Yuhang Zhao, Zhicong Lu, Xin Tong:
StarRescue: Transforming A Pong Game to Visually Convey the Concept of Turn-taking to Children with Autism. 246-252 - Evren Bozgeyikli, Victor Gomes:
Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal Communication. 253-260
Perspectives on Play
- Susanne Poeller, Cody J. Phillips:
Self-Determination Theory - I Choose You!: The Limitations of Viewing Motivation in HCI Research Through the Lens of a Single Theory. 261-262 - Julian Frommel, Regan L. Mandryk, Madison Klarkowski:
Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community. 263-265 - Kathrin Gerling, Max V. Birk:
Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games Research. 266-267 - Robby van Delden, Rik de Sain, Dees B. W. Postma, Dennis Reidsma:
Towards a Definition of Sportification with Generative Power Beyond Sports. 268-269 - Johanna Brewer:
Playing Unbound: Towards a Radically Intersectional HCI. 270-272
Student Game Design Competition
- Jinwook Kim, Pooseung Koh, Seokjun Kang, Hyunyoung Jang, Jeongmi Lee, Juhan Nam, Young Yim Doh:
Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience. 273-278 - Honglin Li, Chen Li:
Dive In! Computer World Action: A Platform Game for Secondary School Students to Learn Boolean Operations in Computer Science. 279-285 - Alexandra Kalaitzidou, Nathalie Senechal, Paschalis Dimitriou, Krishnan Chandran, Matthew McGinity:
"E-WAFE" - A Full Body Embodied Social Exergame. 286-290 - Gerard T. Mulvany:
Because the Night - Immersive Theatre for Digital Audiences: : Mapping the affordances of immersive theatre to digital interactions using game engines. 291-296 - Tyree S. Cowell, Xinyu Yang, Jingyi Song, Rachel Pehrsson:
"Survive the Party": An Educational Game about Relationships and Consent. 297-302 - Book Sadprasid, Aaron Tabor, Erik J. Scheme, Scott Bateman:
Focus Cat: Designing Idle Games to Promote Intermittent Practice and On-Going Adherence of Breathing Exercise for ADHD. 303-310 - Samuel Potvin, Jérémie Auclair, Julien Berthier, Cyril Beze, Alexandre Bovin, Étienne Bourdages, Benjamin Erb, Anne-Julie Gagné, Juan Guillen, Sen Lai, Dave Plante, Pu Yaxuan, Joshua Wilson, Olivier Dion, Marc-Antoine Lebel, Philippe Therrien, Ferdinand Chupin, Tómas Rodriguez Munoz, Jérôme Yven, Pierre Tousignant, François-Xavier Dupas, Felix-Antoine Lauzon, Yannick Francillette:
Focus: A Detective Game about Cognitive Distortions. 311-317
Masterclass
- Pejman Mirza-Babaei, Raquel Robinson, Regan L. Mandryk, Johanna Pirker, Carissa Kang, Andrea Fletcher:
Games and the Metaverse. 318-319 - Jess Tompkins, Pejman Mirza-Babaei:
Effective Industry Research Partnership. 320-321 - Lennart E. Nacke:
How to do User Experience Research in Games. 322-323 - Katta Spiel:
Disability and Play - What to consider beyond accessibility. 324-325 - Rachel Kowert, Jessica Mccabe, Melissa Boone, Kelli Dunlap:
The Art of Scientific Communication. 326
Interactivity and Play
- Karel Blontrock, Lukas Brijs, Lars Van Dijk, Jonas Gys, Jitske Van Peer, Vincent Renders, Kymeng Tang, Kathrin Gerling, Luc Geurts, Jeroen Wauters:
Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based Games. 327-332 - Gabriele Cimolino, T. C. Nicholas Graham, Laura Levin, Michaelah Wales, Michael Wheeler:
You Should Have Stayed Home: How to Captivate an Audience in VR Theatre. 333-338 - Mariana Seiça, Licínio Roque, Pedro Martins, F. Amílcar Cardoso:
Playing With Sound Beings: A Sonic Playfield. 339-344 - Tom Vanbrabant, Thomas Gielis, Douwe Ravers, Senne Roovers, Carl Walleghem, Sébastien Jacquemart:
Wizard Gauntlets Adventure: Appraising the Cognitive Load in Gesture-based Environment. 345-350 - Alexander James Tarvet:
The Longest Walk: A Retrospective of Biographical Game Design. 351-356 - Robby van Delden, Dennis Reidsma, Joris P. Weijdom, Dirk Heylen:
Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play Activities. 357-363
Doctoral Consortium
- Jiangnan Xu:
From Augmented Reality Location-based Games To the Real-world Metaverse. 364-366 - Selina Y. Cho:
A Community-based Investigation of Competitive Cheating. 367-369 - David Halbhuber:
To Lag or Not to Lag: Understanding and Compensating Latency in Video Games. 370-373 - Arianna Boldi:
"Come on, Guys, Let's Stick Together!": Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game. 374-377 - Yufei Cao:
Understanding Emotional Experience in Video Games: A Psychophysiological Investigation. 378-380 - Jon Mella:
Investigating the Impact of Digital Game Immersion on Post-Work Recovery. 381-383 - Kristina Kölln:
Maybe We Don't Need a New Gamification Framework After All. 384-387 - Rakesh Patibanda, Elise van den Hoven, Florian 'Floyd' Mueller:
Towards Understanding the Design of Body-Actuated Play. 388-391 - Corey Thomas Martin:
The Spheres of Player Motivation: Understanding Players of Digital Games. 392-394 - Tanaya Vyas:
Playful Participatory Approaches with Educators Facilitating Environmental Awareness. 395-396 - Shruti Agrawal:
Work in Games: Exploring Player Experiences caused by In-game Activities. 397-399
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