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- research-articleNovember 2024
An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI
- Katja Rogers,
- Teresa Hirzle,
- Sukran Karaosmanoglu,
- Paula Toledo Palomino,
- Ekaterina Durmanova,
- Seiji Isotani,
- Lennart E. Nacke
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 31, Issue 5Article No.: 57, Pages 1–55https://doi.org/10.1145/3685266Systematic reviews (SRs) are vital to gathering and structuring knowledge, yet descriptions of their procedures are often inadequate. In human–computer interaction (HCI), SRs are still uncommon but gaining momentum, which prompted us to explore how SRs ...
- research-articleOctober 2024JUST ACCEPTED
Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games
- Joseph Tu,
- Derrick Wang,
- Lydia Choong,
- Arnold Dian Jr. Abistado,
- Ally Suarez,
- Stuart Hallifax,
- Katja Rogers,
- Lennart Nacke
The tabletop games industry has experienced remarkable growth in recent years. A deeper exploration of the factors motivating players to invest time and money in these games would help game companies better cater to their target audience and increase ...
- research-articleOctober 2024
Juicy Audio: Audio Designers' Conceptualization of the Term in Video Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 319, Pages 1–28https://doi.org/10.1145/3677084While juiciness in games has previously been explored in the context of visual embellishments, less is known about whether and how the concept is leveraged in the context of audio and sound design. In our work, we address this issue through in-depth ...
- research-articleOctober 2024
How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 315, Pages 1–32https://doi.org/10.1145/3677080Toxic behavior is known to cause harm in online games. Players regularly experience negative, hateful, or inappropriate behavior. Interventions, such as banning players or chat message filtering, can help combat toxicity but are not widely available or ...
- research-articleOctober 2024
Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 294, Pages 1–28https://doi.org/10.1145/3677059In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In ...
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- research-articleJune 2024
A Wall I Enjoy: Motivating Gentle Full-Body Movements Through Touchwall Interaction Compared to Standing and Sitting Smartphone Usage
IMX '24: Proceedings of the 2024 ACM International Conference on Interactive Media ExperiencesPages 201–218https://doi.org/10.1145/3639701.3656302Sedentary occupations and recreational activities carried out primarily while seated promote extended time periods spent in unhealthy sitting postures, contributing to physical and mental health issues. While apps and reminders can be effective, they ...
- research-articleOctober 2023
Kawaii Game Vocalics: A Preliminary Model
CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPages 202–208https://doi.org/10.1145/3573382.3616099Kawaii is the Japanese concept of cute++, a global export with local characteristics. Recent work has explored kawaii as a feature of user experience (UX) with social robots, virtual characters, and voice assistants, i.e., kawaii vocalics. Games have a ...
- research-articleOctober 2023
Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
CHI PLAY Companion '23: Companion Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPages 3–9https://doi.org/10.1145/3573382.3616068Toxicity is a common problem in online games. Players regularly experience negative, hateful, or inappropriate behavior during gameplay. Intervention systems can help combat toxicity but are not widely available and or even comprehensively studied ...
- extended-abstractApril 2023
The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis
CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing SystemsArticle No.: 424, Pages 1–11https://doi.org/10.1145/3544549.3582733The field of human-computer interaction (HCI) is maturing. Systematic reviews, a staple of many disciplines, play an important and often essential role in how each field contributes to human knowledge. On this prospect, we argue that our meta-level ...
- research-articleOctober 2022
LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 241, Pages 1–22https://doi.org/10.1145/3549504Visual indicators provide important in-game information, but displaying them on screen consumes space and increases clutter. In addition, the option to increase indicator brightness above levels possible in standard monitors can substantially improve ...
- research-articleOctober 2022Best Paper
Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 225, Pages 1–27https://doi.org/10.1145/3549488Team cohesion is a widely known predictor of performance and collaborative satisfaction. However, how it develops and can be assessed, especially in fast-paced ad hoc dynamic teams, remains unclear. An unobtrusive and objective behavioural measure of ...
- research-articleApril 2022
Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 193, Pages 1–14https://doi.org/10.1145/3491102.3517581Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX—supplementing points (as a ...
- research-articleApril 2022
“I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 469, Pages 1–15https://doi.org/10.1145/3491102.3502019In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality ...
- research-articleApril 2022Honorable Mention
Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games
CHI '22: Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 190, Pages 1–21https://doi.org/10.1145/3491102.3501875Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism ...
- extended-abstractMay 2021
Special Interest Group: The Present and Future of Esports in HCI
- Simone Kriglstein,
- Anna Lisa Martin-Niedecken,
- Laia Turmo Vidal,
- Madison Klarkowski,
- Katja Rogers,
- Selen Turkay,
- Magy Seif El-Nasr,
- Elena Márquez Segura,
- Anders Drachen,
- Perttu Hämäläinen
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 160, Pages 1–4https://doi.org/10.1145/3411763.3450402Rapidly gaining in mainstream appeal, esports constitute a phenomenon at the intersection of different Human-Computer Interaction (HCI) perspectives—relating to games user research, multifaceted aspects of game design for performance and entertainment, ...
- research-articleMay 2021
Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 442, Pages 1–14https://doi.org/10.1145/3411764.3445592The design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive ...
- research-articleMay 2021
Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 443, Pages 1–15https://doi.org/10.1145/3411764.3445492Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted ...
- research-articleNovember 2020
The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience
CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPages 414–426https://doi.org/10.1145/3410404.3414246How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time ...
- research-articleNovember 2020
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology
CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayPages 107–119https://doi.org/10.1145/3410404.3414245Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define ...
- research-articleApril 2020
JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376243One of the great benefits of virtual reality (VR) is the implementation of features that go beyond realism. Common "unrealistic" locomotion techniques (like teleportation) can avoid spatial limitation of tracking, but minimize potential benefits of more ...