No abstract available.
From Augmented Reality Location-based Games To the Real-world Metaverse
The real-world metaverse can provide users with a hybrid experience blending the physical with the virtual through augmented reality (AR) technologies. In academia, the research of the metaverse is in its infancy, with prior works focused on ...
A Community-based Investigation of Competitive Cheating
Game cheating is the act of gaining an unfair advantage over one’s opponents. It is prevalent across many competitive games to the detriment of many players and developers, and has remained a significant problem despite efforts to eradicate it. Previous ...
To Lag or Not to Lag: Understanding and Compensating Latency in Video Games
Latency, the temporal delay between in- and output, is inherently part of the communication between humans and computers. In video games, high latency reduces player performance and experience. These adverse effects are particularly pronounced in fast-...
“Come on, Guys, Let's Stick Together!”: Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game
The goal of this research is to study the organizational dynamics that are enacted by amateur players, streamers, and professionals in a multiplayer First-Person Shooter video game, namely Call of Duty: Warzone. These categories of players represent ...
Understanding Emotional Experience in Video Games: A Psychophysiological Investigation
Players’ affective states during gameplay are hard to assess and distinguish due to the highly dynamic and uncertain nature of video games. While understanding the player's emotional experience is important for game design and gamified applications, the ...
Investigating the Impact of Digital Game Immersion on Post-Work Recovery
Digital games have been demonstrated to promote recovery from daily work strain. However, prior research has not examined the role that player experience (PX) plays in post-work recovery despite the fact that theories in this area rely implicitly on PX ...
Maybe We Don’t Need a New Gamification Framework After All
Gamification is widely known and implemented for various purposes. But it is also criticized for recurring lack of quality. Many researchers developed gamification frameworks and tools to ensure a purposeful gamification, but these theoretical ...
Towards Understanding the Design of Body-Actuated Play
Bodily games often use players’ physiology as input to provide output via screen-based modalities. Game design researchers could extend the use of the body as input and output (I/O) by using body-actuating technologies such as Electrical Muscle ...
The Spheres of Player Motivation: Understanding Players of Digital Games
Understanding player motivations is crucial for the games industry, as it empowers developers to improve how their games are designed. Each player is different and possesses their own motivations to play. Motivations can vary greatly, ranging from ...
Playful Participatory Approaches with Educators Facilitating Environmental Awareness
Design of activities and learning resources for environmental awareness in formal learning spaces are known to reflect specific curriculum objectives. School teachers face several challenges in contextualizing these resources for students, who in turn ...
Work in Games: Exploring Player Experiences caused by In-game Activities
When people play a game, they ‘work’ through the conflicts generated by it. This ‘Work’ includes in-game activities which are performed in accordance with the rules of a game. Such a notion of Work is sparsely studied and has been explored partially ...
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
CHI PLAY '19 | 181 | 51 | 28% |
CHI PLAY '19 Extended Abstracts | 181 | 51 | 28% |
CHI PLAY '18 | 123 | 43 | 35% |
CHI PLAY '18 Extended Abstracts | 123 | 43 | 35% |
CHI PLAY '17 | 178 | 46 | 26% |
CHI PLAY '17 Extended Abstracts | 178 | 46 | 26% |
CHI PLAY '16 | 124 | 36 | 29% |
CHI PLAY Companion '16 | 50 | 35 | 70% |
CHI PLAY '15 | 144 | 40 | 28% |
CHI PLAY '14 | 104 | 30 | 29% |
Overall | 1,386 | 421 | 30% |