Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- research-articleOctober 2024
"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight Simulation
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 349, Pages 1–27https://doi.org/10.1145/3677114Analyzing 3D telemetry data collected from competitive video games on the Internet can support players in improving performance as well as spectators in viewing data-driven narratives of the gameplay. In this paper, we conduct an in-depth qualitative ...
- research-articleOctober 2024
Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 339, Pages 1–24https://doi.org/10.1145/3677104General anxiety is a common mental health condition across the world, with many barriers preventing people from accessing treatments. A growing body of evidence suggests that serious games offer appealing and effective solutions for anxiety. Despite ...
- research-articleOctober 2024
Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 326, Pages 1–23https://doi.org/10.1145/3677091Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve the execution of ...
- research-articleOctober 2024
How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 315, Pages 1–32https://doi.org/10.1145/3677080Toxic 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-articleOctober 2024
From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 309, Pages 1–31https://doi.org/10.1145/3677074Over 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-articleOctober 2024
Advancing Mixed Reality Game Development: An Evaluation of a Visual Game Analytics Tool in Action-Adventure and FPS Genres
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 290, Pages 1–32https://doi.org/10.1145/3677055In 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-articleOctober 2023
A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 401, Pages 721–747https://doi.org/10.1145/3611047The convergence of gaming and gambling, known as "gamblification", has been a topic of increasing interest in recent years. Loot boxes, i.e., rewards offering randomized content in exchange for money or time, have been a particular focal point. Research ...
- research-articleOctober 2023
A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 389, Pages 402–424https://doi.org/10.1145/3611035Heuristics present a cheap and effective way of evaluating usability. However, in video games, evaluating unique player experiences that are dependent on individual preferences and abilities presents a challenge that goes beyond usability. Video games ...
- research-articleOctober 2023
“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in Destiny
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 383, Pages 237–263https://doi.org/10.1145/3611029The narrative experience of perennial games---ongoing, live games---revolves around the community that plays it. These games serve a fractured form of storytelling, which leaves it to the community to determine what counts as part of the story; or what ...
- research-articleOctober 2023
A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 7, Issue CHI PLAYArticle No.: 377, Pages 73–103https://doi.org/10.1145/3611023Virtual reality (VR) games intensify storytelling experiences by letting players take the role of a character. However, in contrast to films, novels, or games, VR experiences often remain centered around one single character without using the potential ...
- research-articleOctober 2022
Using fNIRS to Assess Cognitive Activity During Gameplay
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 256, Pages 1–23https://doi.org/10.1145/3549519This work explores the use of functional Near Infrared Spectroscopy (fNIRS) to assess cognitive activity during videogame play, and compare it to cognitive activity during cognitive tasks that assess executive control. To this end, we assessed ...
- research-articleOctober 2022Honorable Mention
Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 246, Pages 1–24https://doi.org/10.1145/3549509The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow ...
- research-articleOctober 2022
LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 241, Pages 1–22https://doi.org/10.1145/3549504Visual indicators provide important in-game information, but displaying them on screen consumes space and increases clutter. In addition, the option to increase indicator brightness above levels possible in standard monitors can substantially improve ...
- research-articleOctober 2022
Feeling Good and In Control: In-game Tools to Support Targets of Toxicity
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 235, Pages 1–27https://doi.org/10.1145/3549498Game developers, researchers, and players recognize the harm of toxic behaviour in online games-yet toxicity persists. Players' coping strategies are limited to tools that focus on punishing toxic players (e.g., muting, blocking, reporting), which are ...
- research-articleOctober 2022
Definitions of Esports: A Systematic Review and Thematic Analysis
- Jessica Formosa,
- Nicholas O'Donnell,
- Ella M. Horton,
- Selen Türkay,
- Regan L. Mandryk,
- Michael Hawks,
- Daniel Johnson
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 227, Pages 1–45https://doi.org/10.1145/3549490The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of agreement on what esports actually encompasses. We conducted a systematic ...
- research-articleOctober 2022
Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CHI PLAYArticle No.: 226, Pages 1–23https://doi.org/10.1145/3549489Many games use engagement rewards as incentives for players to engage, e.g., daily login rewards, repeatable challenges, or seasonal rewards like holiday skins. These rewards may serve players by facilitating enjoyment or motivation; however, they may ...
- research-articleOctober 2021
Level Design Patterns That Invoke Curiosity-Driven Exploration: An Empirical Study Across Multiple Conditions
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 271, Pages 1–32https://doi.org/10.1145/3474698Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained ...
- research-articleOctober 2021
Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 269, Pages 1–24https://doi.org/10.1145/3474696Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last ...
- research-articleOctober 2021
Lessons Learned from a Human-Centered Design of an Immersive Exergame for People with Dementia
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 252, Pages 1–27https://doi.org/10.1145/3474679Cognitive-physical exercises can reduce the progression of dementia. However, traditional methods often induce problems (e.g., lack of motivation), whereas the success of recent virtual reality (VR) exergames such as Beat Saber may provide a playful, ...
- research-articleOctober 2021
Dive Deeper: Empirical Analysis of Game Mechanics and Perceived Value in Serious Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 5, Issue CHI PLAYArticle No.: 236, Pages 1–25https://doi.org/10.1145/3474663Validation of serious games tends to focus on evaluating their design as a whole. While this helps to assess whether a particular combination of game mechanics is successful, it provides little insight into how individual mechanics contribute or detract ...