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- proceedingOctober 2016
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
It is our great pleasure to welcome you to the third ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY '16. See more at: http://chiplay.org.
CHI PLAY is an international and interdisciplinary conference series for researchers ...
- research-articleOctober 2016
Mining for Gold (and Platinum): PlayStation Network Data Mining
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 304–312https://doi.org/10.1145/2967934.2968112Achievements are a common feature of modern video games. Early research efforts have attempted to classify achievements into taxonomies in order to identify achievement types and to learn about their potential affect on players, however, these studies ...
- research-articleOctober 2016
Blood and Violence: Exploring the Impact of Gore in Violent Video Games
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 44–52https://doi.org/10.1145/2967934.2968111Violence is a key element in video games and despite the extensive research in video game violence, there is still a debate on its psychophysiological effect. There is a lack of understanding on the elements of video game violence that influence ...
- research-articleOctober 2016Honorable Mention
A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 91–104https://doi.org/10.1145/2967934.2968110Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and activism. Some of the more socially-aware ones cast players as members of disenfranchised minorities, such as migrants, prompting them to 'see what they see'. In ...
- research-articleOctober 2016
Opening the Black Box of Play: Strategy Analysis of an Educational Game
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 142–153https://doi.org/10.1145/2967934.2968109A significant issue in research on educational games lies in evaluating their educational impact. Although game analytics is often leveraged in the game industry, it can also provide insight into player actions, strategy development, and the learning ...
- research-articleOctober 2016
Crowd-Pleaser: Player Perspectives of Multiplayer Dynamic Difficulty Adjustment in Video Games
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 326–337https://doi.org/10.1145/2967934.2968100Multiplayer Dynamic Difficulty Adjustment (MDDA) features are becoming increasingly common in competitive multiplayer video games as a means to balance challenge between differently-skilled players. However, without a thorough understanding of how MDDA ...
- research-articleOctober 2016
The Appeal of MOBA Games: What Makes People Start, Stay, and Stop
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 313–325https://doi.org/10.1145/2967934.2968098Online multiplayer games are often rich sources of complex social interactions. In this paper, we focus on the unique player experiences (PX) created by Multiplayer Online Battle Arena (MOBA) games. We examine key phases of players' engagement with the ...
- research-articleOctober 2016
Trust Me: Social Games are Better than Social Icebreakers at Building Trust
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 116–129https://doi.org/10.1145/2967934.2968097Interpersonal trust is one of the key components of efficient teamwork. Research suggests two main approaches for trust formation: personal information exchange (e.g., social icebreakers), and creating a context of risk and interdependence (e.g., trust ...
- research-articleOctober 2016
Say Cheese!: Games for Successful Academic and Student Networking
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 105–115https://doi.org/10.1145/2967934.2968096Networking is a vital but stressful aspect of academic life, one which digital games may be able to make more playful. Existing examples of networking games require players to interact as part of the game-play, and therefore do not bypass the stressful ...
- research-articleOctober 2016
The Convergence of Player Experience Questionnaires
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 33–37https://doi.org/10.1145/2967934.2968095Player experience is an important field of digital games research to understand how games influence players. A common way to directly measure players' reported experiences is through questionnaires. However, the large number of questionnaires currently ...
- research-articleOctober 2016
Visualizations for Retrospective Analysis of Battles in Team-based Combat Games: A User Study
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 22–32https://doi.org/10.1145/2967934.2968093Team-based combat games rank among the most popular genres of online games. Their competitive and skill-based gameplay requires players to develop new and constantly refine existing skills in order to succeed and stay ahead of the game. Players of such ...
- research-articleOctober 2016Best Paper
The Influence of Virtual Agents on Player Experience and Performance
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 10–21https://doi.org/10.1145/2967934.2968092This paper contributes a systematic research approach as well as findings of an empirical study conducted to investigate the effect of virtual agents on task performance and player experience in digital games. As virtual agents are supposed to evoke ...
- research-articleOctober 2016
The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 291–303https://doi.org/10.1145/2967934.2968091Games for training aim to keep interest in training activities high by making them more enjoyable, yet interest and motivation often wane over time. Games frequently employ rewards to halt waning motivation; however, research suggests that although this ...
- research-articleOctober 2016
2084 -- Safe New World: Designing Ubiquitous Interactions
- Julian Frommel,
- Katja Rogers,
- Thomas Dreja,
- Julian Winterfeldt,
- Christian Hunger,
- Maximilian Bär,
- Michael Weber
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 53–64https://doi.org/10.1145/2967934.2968087This paper investigates a concept for highly ubiquitous game interactions in pervasive games. Pervasive gaming is increasingly popular, but steadily improving mobile and ubiquitous technologies (e.g. smartwatches) have yet to be utilised to their full ...
- research-articleOctober 2016
Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 186–198https://doi.org/10.1145/2967934.2968085Neurofeedback training can reduce symptoms related to epileptic seizures, attention deficits, and Asperger's Syndrome, and often uses games to motivate participation over the long term needed to see improvements. Most neurofeedback games use negative ...
- research-articleOctober 2016
Reward Systems in Human Computation Games
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayPages 266–275https://doi.org/10.1145/2967934.2968083Human computation games (HCGs) are games in which player interaction is used to solve problems intractable for computers. Most HCGs use simple reward mechanisms such as points or leaderboards, but in contrast, many mainstream games use more complex, and ...