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- keynoteOctober 2018
Sex, Lies and Videogames: Why Videogames Still Struggle to Overcome Moral Panic
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPage 1https://doi.org/10.1145/3242671.3242715For the past few decades video games have been the focus of widespread concerns regarding violence, addiction and sexist content. In the United States, video games are blamed for high gun violence rates. The World Health Organization (WHO) has claimed ...
- research-articleOctober 2018
Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 231–242https://doi.org/10.1145/3242671.3242714Challenge plays a critical role in enabling an enjoyable and successful player experience, but not all dimensions of challenge are well understood. A more nuanced understanding of challenge and its role in the player experience is possible through ...
- research-articleOctober 2018
The Impact of Rewards and Trait Reward Responsiveness on Player Motivation
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 393–404https://doi.org/10.1145/3242671.3242713Despite rewards being seemingly ubiquitous in video games, there has been limited research into their impact on the player experience. Informed by extant literature, we built a casual video game to test the impact of reward types, both individually (...
- research-articleOctober 2018
Design Patterns for Voice Interaction in Games
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 5–17https://doi.org/10.1145/3242671.3242712Voice interaction is increasingly common in digital games, but it remains a notoriously difficult modality to design a satisfying experience for. This is partly due to limitations of speech recognition technology, and partly due to the inherent ...
- research-articleOctober 2018
An About Face: Diverse Representation in Games
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 365–380https://doi.org/10.1145/3242671.3242711A lack of racial-ethnic diversity in game characters and limited customization options render in-game self-representation by players of colour fraught. We present a mixed-methods study of what players from different race-ethnicities require to feel ...
- research-articleOctober 2018
I'm Glad You Are on My Side: How to Design Compelling Game Companions
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 141–152https://doi.org/10.1145/3242671.3242709Digital games can offer rich social experiences and exciting narrations by the integration of interesting, believable companion characters. However, if companions fall short of the players' expectations, they may instead spoil the whole experience, ...
- research-articleOctober 2018
Design Challenges for Livestreamed Audience Participation Games
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 187–199https://doi.org/10.1145/3242671.3242708Livestreamed APGs (audience participation games) allow stream viewers to participate meaningfully in a streamer's gameplay. However, streaming interfaces are not designed to meet the needs of audience participants. In order to explore the game design ...
- research-articleOctober 2018
WORLD4: Designing Ambiguity for First-Person Exploration Games
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 341–351https://doi.org/10.1145/3242671.3242705In this paper we present the design and evaluation of a first-person walker digital game called WORLD4. Walkers are a sub-genre of 3D games that typically include minimal player interaction, slow paced game play, and ambiguous goals. Walking is the ...
- research-articleOctober 2018
GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 243–256https://doi.org/10.1145/3242671.3242704Virtual reality games are often centered around our feeling of 'being there'. That presence can be significantly enhanced by supporting physical walking. Although modern virtual reality systems enable room-scale motions, the size of our living rooms is ...
- research-articleOctober 2018
Informing a BDI Player Model for an Interactive Narrative
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 417–428https://doi.org/10.1145/3242671.3242700This work focuses on studying players behaviour in interactive narratives with the aim to simulate their choices. Besides sub-optimal player behaviour due to limited knowledge about the environment, the difference in each player's style and preferences ...
- research-articleOctober 2018
Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 73–85https://doi.org/10.1145/3242671.3242699Controller-based interaction is popular due to the increasing prevalence of console and couch-based games, but is known to be slower and less accurate than aiming with a mouse. In this study we evaluated the performance of five interaction techniques ...
- research-articleOctober 2018
Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 535–548https://doi.org/10.1145/3242671.3242684Research shows that bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the ...
- research-articleOctober 2018
Emotion-based Dynamic Difficulty Adjustment Using Parameterized Difficulty and Self-Reports of Emotion
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 163–171https://doi.org/10.1145/3242671.3242682Research has shown that dynamic difficulty adjustment (DDA) can benefit player experience in digital games. However, in some cases it can be difficult to assess when adjustments are necessary. In this paper, we propose an approach of emotion-based DDA ...
- research-articleOctober 2018
The Guts Game: Towards Designing Ingestible Games
- Zhuying Li,
- Rakesh Patibanda,
- Felix Brandmueller,
- Wei Wang,
- Kyle Berean,
- Stefan Greuter,
- Florian 'Floyd' Mueller
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 271–283https://doi.org/10.1145/3242671.3242681Ingestible sensors, such as capsule endoscopy and medication monitoring pills, are becoming increasingly popular in the medical domain, yet few studies have considered what experiences may be designed around ingestible sensors. We believe such sensors ...
- research-articleOctober 2018
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 405–415https://doi.org/10.1145/3242671.3242677Virtual reality games have grown rapidly in popularity since the first consumer VR head-mounted displays were released in 2016, however comparatively little research has explored how this new medium impacts the experience of players. In this paper, we ...
- research-articleOctober 2018
Towards Emotion-based Adaptive Games: Emotion Recognition Via Input and Performance Features
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayPages 173–185https://doi.org/10.1145/3242671.3242672During game play a variety of undesired emotions can arise, impeding players' positive experiences. Adapting game features based on players' emotions can help to address this problem, but necessitates a way to detect the current emotional state. We ...
- proceedingOctober 2018
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
CHI PLAY is an international and interdisciplinary conference series for researchers and professionals across all areas of play, games, and human-computer interaction (HCI). We call this area "player-computer interaction."
The goal of CHI PLAY is to ...