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Volume 8, Issue CHI PLAYOctober 2024CHI PLAY
Reflects downloads up to 27 Nov 2024Bibliometrics
editorial
Free
PACMHCI V8, CHI PLAY, October 2024 Editorial
Article No.: 288, Pages 1–2https://doi.org/10.1145/3677053

We are excited to present PACM HCI's 2024 issue on games and play research, which contains 63 original and highly relevant articles covering the entire spectrum of HCI games research. As in the previous year, we used three recommendations ' 'Accept with ...

research-article
Open Access
A Topic Modeling Approach Towards Understanding the Discourse between Religion and Videogames on Reddit
Article No.: 289, Pages 1–44https://doi.org/10.1145/3677054

Today's videogames are often intertwined with profound religious narratives, content, characters, and artifacts - but how do player communities understand the role of religion in games, and what is the impression of believers on the use, portrayal, and ...

research-article
Advancing Mixed Reality Game Development: An Evaluation of a Visual Game Analytics Tool in Action-Adventure and FPS Genres
Article No.: 290, Pages 1–32https://doi.org/10.1145/3677055

In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively. It features ...

research-article
Ah-Aloud Method to Comprehend Time-Series Emotion Observation During Gameplay: An Initial Investigation with Japanese Speakers
Article No.: 291, Pages 1–23https://doi.org/10.1145/3677056

Emotional dimensions significantly impact user experience (UX) and are essential in assessing interactions in entertainment systems. However, relying solely on subjective post-event indicators fails to capture dynamic emotional changes during the system ...

research-article
Open Access
Best Paper
Best Paper
Aiming, Pointing, Steering: A Core Task Analysis Framework for Gameplay
Article No.: 292, Pages 1–48https://doi.org/10.1145/3677057

Underneath their compelling audiovisual surface, games require players to carry out mundane interaction work, such as pointing, typing, or steering. However, many of these underlying building blocks are not defined rigorously, hampering synthesis and ...

research-article
An Investigation of the Test-Retest Reliability of the miniPXI
Article No.: 293, Pages 1–24https://doi.org/10.1145/3677058

Repeated measurements of player experience are crucial in games user research, assessing how different designs evolve over time. However, this necessitates lightweight measurement instruments that are fit for the purpose. In this study, we conduct an ...

research-article
Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task
Article No.: 294, Pages 1–28https://doi.org/10.1145/3677059

In 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 ...

research-article
Open Access
Balancing Playability and Historical Accuracy in Game Design - Developing the Struve Geodetic Arc Mobile Game
Article No.: 295, Pages 1–16https://doi.org/10.1145/3677060

Numerous digital games and media with historical themes aim to educate or engage audiences with heritage. When developing a historical video game, some of the most critical design decisions are centered around finding the balance between an accurate ...

research-article
Open Access
Breaking Barriers in Mobile Game Development
Article No.: 296, Pages 1–20https://doi.org/10.1145/3677061

Mobile games occupy more market share than PC and console titles combined, while the designers responsible for delighting billions with their app store offerings remain relatively overlooked by avid players and academic researchers alike. Marginalized ...

research-article
Open Access
Changing Climate Change Mental Models Through Game-Based Learning: A Controlled Experiment Involving Cognitive Mapping
Article No.: 297, Pages 1–28https://doi.org/10.1145/3677062

Climate change is one of humankind's grand challenges, and how we think about it influences how we perceive its risks and act. Understanding people's mental models of climate change (that is, how they internally represent it) and potentially challenging ...

research-article
Open Access
Danger, Nuisance, Disregard: Analyzing User-Generated Videos for Augmented Reality Gameplay on Hand-held Devices
Article No.: 298, Pages 1–33https://doi.org/10.1145/3677063

Augmented Reality (AR) has been largely deployed on smartphones in recent years. AR gaming, featured with geo-reference, is anchored to our real-world environments. Nevertheless, designing such AR user interaction in-the-wild is under-explored. Therefore,...

research-article
Designing a Technique-Oriented Sport Training Game for Motivating a Change in Running Technique
Article No.: 299, Pages 1–29https://doi.org/10.1145/3677064

Athletes often learn suboptimal techniques that place a ceiling on their performance or put them at risk of injury. Adopting a new technique can lead to a short-term dip in performance while learning it, which can be demotivating and cause an athlete to ...

research-article
Open Access
Discussing the Protagonist Role of Students in Game-Based Learning
Article No.: 300, Pages 1–24https://doi.org/10.1145/3677065

In the ongoing process of the digital transformation of society, corresponding competencies are required from children more than ever. The concept of computational empowerment (CE) promotes confident and reflective engagement with digital technology, ...

research-article
Open Access
Honorable Mention
Honorable Mention
Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions
Article No.: 301, Pages 1–27https://doi.org/10.1145/3677066

The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player disengagement, with existing work predominantly addressing disengagement from the ...

research-article
Diverse Perspectives: An Inclusive Serious Game for (International) Students
Article No.: 302, Pages 1–34https://doi.org/10.1145/3677067

Universities have increasingly diverse student populations. While a greater variety of students' backgrounds, skills and abilities exist, this does not necessarily mean they have more inclusive interactions. A lack of inclusive interactions can cause ...

research-article
Open Access
From Novelty to Clinical Practice: Exploring VR Exergames with Physical Therapists
Article No.: 303, Pages 1–29https://doi.org/10.1145/3677068

The COVID-19 pandemic, the rise of telehealth and virtual medicine, and the increased accessibility of commercial VR headsets have created opportunities to revitalize the physical therapy field and introduce more innovative tools to complement ...

research-article
Honorable Mention
Honorable Mention
Echoes of Player Experience: A Literature Review on Audio Assessment and Player Experience in Games
Article No.: 304, Pages 1–27https://doi.org/10.1145/3677069

Player Experience (PX) in video games is a multifaceted construct encompassing affective, perceived, and subjective dimensions. While extensively explored in Human-Computer Interaction (HCI) and games user research studies, the practical evaluation of PX,...

research-article
Open Access
Honorable Mention
Honorable Mention
Exploring the Role of Action Mechanics in Game-Based Stress Recovery
Article No.: 305, Pages 1–32https://doi.org/10.1145/3677070

Digital games can provide effective recovery from stress, with players turning to a variety of genres-including those with game mechanics that can be considered stressors themselves, i.e., action mechanics. We examine whether action mechanics undermine ...

research-article
Open Access
Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball
Article No.: 306, Pages 1–20https://doi.org/10.1145/3677071

Attempts to digitize pinball have been met with skepticism; however, VR presents a new opportunity to access and enjoy this popular game. In a controlled study (N=60), we investigated how physical pinball, VR pinball, and PC pinball differ in terms of ...

research-article
Open Access
Folk Models of Loot Boxes in Video Games
Article No.: 307, Pages 1–23https://doi.org/10.1145/3677072

Regulations require video games to provide transparency regarding loot box odds to keep players informed, leading many games to disclose probabilities in various ways; yet, the extent of players' comprehension of loot box mechanics remains unclear. We ...

research-article
Open Access
From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities
Article No.: 308, Pages 1–30https://doi.org/10.1145/3677073

The interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with ...

research-article
Open Access
From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition
Article No.: 309, Pages 1–31https://doi.org/10.1145/3677074

Over the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a game's transition to F2P and its impacts on players. Our analysis focuses on game mechanics and ...

research-article
Open Access
Gamification of walking in nature: A field experiment with Pokémon GO Routes
Article No.: 310, Pages 1–25https://doi.org/10.1145/3677075

There are numerous benefits from regularly walking in nature, and today's mobile technologies have the potential to encourage people to do so. Past research has showed that gamified map-based apps and location-based games (LBGs) have the capability to ...

research-article
Honorable Mention
Honorable Mention
Harmful Design in User-Generated Games and its Ethical and Governance Challenges: An Investigation of Design Co-Ideation of Game Creators on Roblox
Article No.: 311, Pages 1–31https://doi.org/10.1145/3677076

An increasing number of game platforms, such as Roblox, enable game creators to develop user-generated games (UGGs). Yet, these platforms often come under scrutiny for hosting UGGs that contain harmful content, ranging from sexually explicit material to ...

research-article
Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super Hexagon
Article No.: 312, Pages 1–31https://doi.org/10.1145/3677077

Many videogames require players to perform under pressure; however, not all players respond equivalently to pressure: why are some players more likely to tilt (lose control during play) or choke (perform poorly relative to their ability) whereas others ...

research-article
Open Access
Honorable Mention
Honorable Mention
How Boardgame Players Imagine Interacting With Technology
Article No.: 313, Pages 1–24https://doi.org/10.1145/3677078

Modern digitally-augmented boardgames have, with few exceptions, relied primarily on mobile devices rather than taking advantage of other components such as microcontrollers, sensors, and actuators. What alternative shapes might such games take? And what ...

research-article
How Could They Win? An Exploration of Win Condition for Esports Narratives in Dota 2
Article No.: 314, Pages 1–22https://doi.org/10.1145/3677079

Data analytics is commonly used to enable storytelling and enhance esport coverage. One prominent use of it is win prediction, where machine learning models predict the winner of the game before its conclusion. However, predictions are most commonly ...

research-article
How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
Article No.: 315, Pages 1–32https://doi.org/10.1145/3677080

Toxic 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-article
Open Access
Human-AI Collaboration in Cooperative Games: A Study of Playing Codenames with an LLM Assistant
Article No.: 316, Pages 1–25https://doi.org/10.1145/3677081

Playing partial information, restricted communication, cooperative (PIRCC) games with humans have proven challenging for AI, due to our reliance on social dynamics and sophisticated cognitive techniques. Yet, recent advances in generative AI may change ...

research-article
Open Access
Honorable Mention
Honorable Mention
"I'm a Solo Developer but AI is My New Ill-Informed Co-Worker": Envisioning and Designing Generative AI to Support Indie Game Development
Article No.: 317, Pages 1–26https://doi.org/10.1145/3677082

Indie game developers are often defined as game developers who are typically not employed by or affiliated with tech giants or large gaming companies/publishers. Although people may decide to "go indie" for various purposes, indie game development has ...

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