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CHI PLAY 2020: Virtual Event, Canada
- Pejman Mirza-Babaei, Victoria McArthur, Vero Vanden Abeele, Max Birk:
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020. ACM 2020, ISBN 978-1-4503-8074-4
Keynote Talks
- Jason Della Rocca:
Investing in Player Research. 1 - Neha Kumar:
Making Play Work 4D. 2 - Elizabeth LaPensée:
From Rivers to Stars: Indigenous Self-Determination in Games and XR. 3
Paper Session 1: Best Papers & Honourable Mentions 1/2
- Jan B. Vornhagen, April Tyack, Elisa D. Mekler:
Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency. 4-18 - Louise Petersen Matjeka, Florian 'Floyd' Mueller:
Designing for Bodily Play Experiences Based on Danish Linguistic Connotations of "Playing a Game". 19-31 - Dmitry Alexandrovsky, Georg Volkmar, Maximilian Spliethöver, Stefan Finke, Marc Herrlich, Tanja Döring, Jan David Smeddinck, Rainer Malaka:
Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure Therapy. 32-45 - Stefan Liszio, Oliver Basu, Maic Masuch:
A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress. 46-57
Paper Session 2: The Dark Side of Play
- Cale J. Passmore, Matthew K. Miller, Jun Liu, Cody J. Phillips, Regan L. Mandryk:
A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games. 58-70 - Lingyuan Li, Guo Freeman, Donghee Yvette Wohn:
Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite. 71-80 - Yubo Kou:
Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends. 81-92 - Daniel Pimentel, Sri Kalyanaraman:
Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters. 93-106
Paper Session 3: Player Experience
- Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, Lennart E. Nacke:
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology. 107-119 - Katreen Boustani, Anne Clara Tally, Yu Ra Kim, Christena Nippert-Eng:
Gaming the Name: Player Strategies for Adapting to Name Constraints in Online Videogames. 120-131 - Raquel Robinson, Katelyn Wiley, Amir Rezaeivahdati, Madison Klarkowski, Regan L. Mandryk:
"Let's Get Physiological, Physiological!": A Systematic Review of Affective Gaming. 132-147 - Chance Lytle, Parker Ramsey, Joey Yeo, Trace Dressen, Dong Hyun Kang, Brenda Bakker Harger, Jessica Hammer:
Toward Live Streamed Improvisational Game Experiences. 148-159
Paper Session 4: Transferring Play
- Michinari Kono, Osamu Kabashima, Norio Sasaki, Junichi Yamaoka:
Pre-Eating Play: Fabrication Experiences for Playful Human-Food Interaction. 160-168 - Martin Flintham, Richard Hyde, Paul Tennent, Jan-Hinrik Meyer-Sahling, Stuart Moran:
Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant Kitchen. 169-180 - Thaleia Deniozou, Mariza Dima, Chris Cox:
Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills. 181-192 - Martin Kocur, Melanie Kloss, Valentin Schwind, Christian Wolff, Niels Henze:
Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance. 193-205
Paper Session 5: Tailoring to Preferences and Types
- Jeroen Ooge, Robin De Croon, Katrien Verbert, Vero Vanden Abeele:
Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch. 206-218 - Maximilian Altmeyer, Gustavo Fortes Tondello, Antonio Krüger, Lennart E. Nacke:
HexArcade: Predicting Hexad User Types By Using Gameful Applications. 219-230 - Ville Mäkelä, Albrecht Schmidt:
I Don't Care as Long as It's Good: Player Preferences for Real-Time and Turn-Based Combat Systems in Computer RPGs. 231-240 - Leen Van Houdt, Martijn Millecamp, Katrien Verbert, Vero Vanden Abeele:
Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour. 241-253
Paper Session 6: Scrutinizing Play
- Nithesh Javvaji, Casper Harteveld, Magy Seif El-Nasr:
Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization. 254-266 - Samantha N. Stahlke, Atiya Nova, Pejman Mirza-Babaei:
Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design. 267-280 - Daniel MacCormick, Loutfouz Zaman:
Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data. 281-293 - Brandon Piller, Colby Johanson, Cody J. Phillips, Carl Gutwin, Regan L. Mandryk:
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game. 294-305 - Natanael Bandeira Romão Tomé, Madison Klarkowski, Carl Gutwin, Cody J. Phillips, Regan L. Mandryk, Andy Cockburn:
Risking Treasure: Testing Loss Aversion in an Adventure Game. 306-320
Paper Session 7: Best Papers & Honourable Mentions 2/2
- Mitchell W. McEwan, Alethea Blackler, Peta Wyeth, Daniel Johnson:
Intuitive Interaction with Motion Controls in a Tennis Video Game. 321-333 - Yi Ling (Ellie) Tai, Deepti Aggarwal, Rohit Ashok Khot:
Reconnecting with Food through Dining Play. 334-348 - Helen Wauck, Brian S. Woodard, Ziang Xiao, Tiffany Wenting Li, Brian P. Bailey:
A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training Games. 349-361
Paper Session 8: Novel Mechanics
- Argenis Ramirez Gomez, Hans Gellersen:
More than Looking: Using Eye Movements Behind the Eyelids as a New Game Mechanic. 362-373 - Julia Chatain, Danielle M. Sisserman, Lea Reichardt, Violaine Fayolle, Manu Kapur, Robert W. Sumner, Fabio Zünd, Amit H. Bermano:
DigiGlo: Exploring the Palm as an Input and Display Mechanism through Digital Gloves. 374-385 - Sebastian Misztal, Guillermo Carbonell, Jonas Schild:
Visual Delegates - Enhancing Player Perception by Visually Delegating Player Character Sensation. 386-399 - Robby van Delden, Danny Plass-Oude Bos, Antje Jacoba Vivian (Vivianne) de With, Koen Vogel, Randy Klaassen, Nynke Zwart, Joyce Faber, Boony Thio, Mattienne van der Kamp:
SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & Experts. 400-413
Paper Session 9: Immersion, Time, and Minimalism
- Katja Rogers, Maximilian Milo, Michael Weber, Lennart E. Nacke:
The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience. 414-426 - Timea Farkas, Sarah Wiseman, Paul A. Cairns, Rebecca Fiebrink:
A Grounded Analysis of Player-Described Board Game Immersion. 427-437 - Inan Evin, Toni Pesola, Maximus D. Kaos, Tuukka M. Takala, Perttu Hämäläinen:
3PP-R: Enabling Natural Movement in 3rd Person Virtual Reality. 438-449 - Michael Lankes:
Social Gaze in Minimalist Games. 450-460
Paper Session 10: Kids, Youth and Play
- Sonam Adinolf, Peta Wyeth, Ross Brown, Joel Harman:
My Little Robot: User Preferences in Game Agent Customization. 461-471 - Divine Maloney, Guo Freeman, Andrew C. Robb:
A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality. 472-483 - Cassandra Folkins, Emily Read, Jeff Mundee, Max Valentin Birk, Scott Bateman:
A Serious Game for Promoting Positive Attitudes Towards Nursing Homes Among Youth. 484-498 - Safinah Ali, Hae Won Park, Cynthia Breazeal:
Can Children Emulate a Robotic Non-Player Character's Figural Creativity? 499-509
Paper Session 11: Let's Get Serious
- Divine Maloney, Guo Freeman:
Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users. 510-521 - Aatish Neupane, Derek L. Hansen, Anud Sharma, Jerry Alan Fails, Bikalpa Neupane, Jeremy Beutler:
A Review of Gamified Fitness Tracker Apps and Future Directions. 522-533 - Giovanni Maria Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, Gillian Puttick, Casper Harteveld:
Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games. 534-548 - Robert Cuthbert, Selen Turkay, Ross Brown, Daniel Johnson, Roger Altizer, Mathilde R. Desselle:
Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation. 549-560
Paper Session 12: Investigating Player Behavior
- Andrey Krekhov, Daniel Preuß, Sebastian Cmentowski, Jens H. Krüger:
Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR. 561-571 - Günter Wallner, Simone Kriglstein:
Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps. 572-584 - Shaghayegh Roohi, Asko Relas, Jari Takatalo, Henri Heiskanen, Perttu Hämäläinen:
Predicting Game Difficulty and Churn Without Players. 585-593 - Velvet Spors, Gisela Reyes-Cruz, Harriet R. Cameron, Martin Flintham, Pat Brundell, David Murphy:
Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum. 594-605
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