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Volume 6, Issue CHI PLAYOctober 2022CHI PLAY
Reflects downloads up to 01 Jan 2025Bibliometrics
editorial
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PACMHCI V6, CHI PLAY, October 2022 Editorial
Article No.: 217, Pages 1–2https://doi.org/10.1145/3548661
research-article
Open Access
"A Time and Phase for Everything" - Towards A Self Regulated Learning Perspective on Computational Support for Esports
Article No.: 218, Pages 1–27https://doi.org/10.1145/3549481

Computational support for learning in the domain of esports has seen a great deal of attention in recent years as an effective means of helping players learn and reap the benefits of play. However, previous work has not examined the tools from a ...

research-article
"I Want To See How Smart This AI Really Is": Player Mental Model Development of an Adversarial AI Player
Article No.: 219, Pages 1–26https://doi.org/10.1145/3549482

Understanding players' mental models are crucial for game designers who wish to successfully integrate player-AI interactions into their game. However, game designers face the difficult challenge of anticipating how players model these AI agents during ...

research-article
Action2Score: An Embedding Approach to Score Player Action
Article No.: 220, Pages 1–23https://doi.org/10.1145/3549483

Multiplayer Online Battle Arena (MOBA) is one of the most successful game genres. MOBA games such as League of Legends have competitive environments where players race for their rank. In most MOBA games, a player's rank is determined by the match result ...

research-article
Alienated Serendipity and Reflective Failure: Exploring Queer Game Mechanics and Queerness in Games via Queer Temporality
Article No.: 221, Pages 1–27https://doi.org/10.1145/3549484

Queerness can help redefine interactive technologies and re-conceptualize their design beyond cisheteronormativity. Recently, games have emerged as promising avenues for exploring queerness. In this research-through-design (RtD) effort, we advance queer ...

research-article
Open Access
Beyond Just Rules: Server Rules for Shaping Positive Experiences in an Online Play Community for Youth
Article No.: 222, Pages 1–28https://doi.org/10.1145/3549485

Rules, a quintessential property of any and every game, are one of the factors that influence player experiences. Online multiplayer games have two dimensions of rules that can be leveraged to improve player experiences - game rules that developers work ...

research-article
Open Access
Cine-AI: Generating Video Game Cutscenes in the Style of Human Directors
Article No.: 223, Pages 1–23https://doi.org/10.1145/3549486

Cutscenes form an integral part of many video games, but their creation is costly, time-consuming, and requires skills that many game developers lack. While AI has been leveraged to semi-automate cutscene production, the results typically lack the ...

research-article
Open Access
Honorable Mention
Honorable Mention
Close but Not Too Close: Distance and Relevance in Designing Games for Reflection
Article No.: 224, Pages 1–24https://doi.org/10.1145/3549487

Reflection is an important precursor to attitude and behavior change, but existing advice on designing for reflection in games is mixed and requires further empirical investigation. We report on the design and evaluation (n=32) of a game to prompt ...

research-article
Best Paper
Best Paper
Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams
Article No.: 225, Pages 1–27https://doi.org/10.1145/3549488

Team cohesion is a widely known predictor of performance and collaborative satisfaction. However, how it develops and can be assessed, especially in fast-paced ad hoc dynamic teams, remains unclear. An unobtrusive and objective behavioural measure of ...

research-article
Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games
Article No.: 226, Pages 1–23https://doi.org/10.1145/3549489

Many 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-article
Definitions of Esports: A Systematic Review and Thematic Analysis
Article No.: 227, Pages 1–45https://doi.org/10.1145/3549490

The 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-article
Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging Task
Article No.: 228, Pages 1–27https://doi.org/10.1145/3549491

The perception of gamification elements differs across users, which is why personalizing gamified systems is important. Past research showed that the Hexad user types model is particularly suitable for this purpose by demonstrating correlations between ...

research-article
Open Access
Don't Break my Flow: Effects of Switching Latency in Shooting Video Games
Article No.: 229, Pages 1–20https://doi.org/10.1145/3549492

Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is ...

research-article
Effects of PCG on Creativity in Playful City-Building Environments in VR
Article No.: 230, Pages 1–20https://doi.org/10.1145/3549493

The use of procedural content generation (PCG) in the context of video games has increased over the years as it provides an economical way to generate game content whilst enhancing their variety and replayability. For city-building games, this approach ...

research-article
Open Access
Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming
Article No.: 231, Pages 1–29https://doi.org/10.1145/3549494

This work explores perceptions of performance enhancer usage in esports. Specifically, we explored the perception of: food and food supplements; non-medical use of prescription drugs; drugs with some social acceptance (e.g. alcohol, nicotine, cannabis); ...

research-article
Open Access
Escaping the Privacy Paradox: Evaluating the Learning Effects of Privacy Policies With Serious Games
Article No.: 232, Pages 1–20https://doi.org/10.1145/3549495

Privacy Policies inform users about how their personal data is managed while fulfilling the obligatory requirements. Past studies have shown that users often do not read privacy policies, cannot comprehend the long and complex policy documents, and ...

research-article
Open Access
Everywhere but Nowhere: Development Experiences of the International Game Developers in Finland during the Covid-19 Pandemic and Remote Work
Article No.: 233, Pages 1–14https://doi.org/10.1145/3549496

The Covid-19 pandemic has influenced people's views on work, and a significant portion of the global game industry converted to remote work during the pandemic. To explore the status of game development in this pivotal moment, we have conducted semi-...

research-article
Open Access
Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation Study
Article No.: 234, Pages 1–26https://doi.org/10.1145/3549497

The design and development of playful wearable devices is a challenging and complicated problem. It entails not only multidisciplinary expertise but also a comprehensive understanding of player experience. There is a scarcity of evidence-based studies ...

research-article
Feeling Good and In Control: In-game Tools to Support Targets of Toxicity
Article No.: 235, Pages 1–27https://doi.org/10.1145/3549498

Game 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-article
FoodChoices(Q): Exploring the Design of a Serious Game Proxy for Likert-style Survey Questionnaires
Article No.: 236, Pages 1–15https://doi.org/10.1145/3549499

Likert-style questionnaires and surveys are commonly used tools for research. To alleviate survey-fatigue, researchers have explored gamification routes to increase engagement and lower drop-outs. However, these attempts still rely on direct use of ...

research-article
Open Access
GazeCues: Exploring the Effects of Gaze-based Visual Cues in Virtual Reality Exploration Games
Article No.: 237, Pages 1–25https://doi.org/10.1145/3549500

This paper examines different gaze-based cue visualization techniques in a Virtual Reality (VR) exploration game. It is argued that gaze could be a valuable design tool for providing cues to players. However, little is known about how these elements ...

research-article
Public Access
ggViz: Accelerating Large-Scale Esports Game Analysis
Article No.: 238, Pages 1–22https://doi.org/10.1145/3549501

While esports organizations are increasingly adopting practices of conventional sports teams, such as dedicated analysts and data-driven decision-making, video-based game review is still the primary mode of game analysis. In conventional sports, ...

research-article
Gooey Gut Trail: Board Game Play to Understand Human-Microbial Interactions
Article No.: 239, Pages 1–31https://doi.org/10.1145/3549502

Our gastrointestinal health is influenced by complex interactions between our gut bacteria and multiple external factors. A wider understanding of these concepts is vital to help make gut-friendly decisions in everyday life; however, its complexity can ...

research-article
Honorable Mention
Honorable Mention
Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In Games
Article No.: 240, Pages 1–18https://doi.org/10.1145/3549503

Educational games have long been seen as having great potential, but evidence for their effectiveness is mixed, suggesting deficiencies in our theoretical understanding of learning in games and associated design principles. The principle of "Intrinsic ...

research-article
LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators
Article No.: 241, Pages 1–22https://doi.org/10.1145/3549504

Visual 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-article
Open Access
LINA - A Social Augmented Reality Game around Mental Health, Supporting Real-world Connection and Sense of Belonging for Early Adolescents
Article No.: 242, Pages 1–21https://doi.org/10.1145/3549505

Early adolescence is a time of major social change; a strong sense of belonging (SB) and peer connectedness is an essential protective factor in mental health (MH) during that period. In this paper we introduce LINA, an augmented reality (AR) smartphone-...

research-article
Open Access
Live Feedback for Training Through Real-Time Data Visualizations: A Study with League of Legends
Article No.: 243, Pages 1–23https://doi.org/10.1145/3549506

With competitive gaming on the rise, players have developed an increased interest in data-driven feedback of their in-game performance. In many cases, this feedback is presented visually post-play but live companions that provide real-time analytics are ...

research-article
miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
Article No.: 244, Pages 1–26https://doi.org/10.1145/3549507

Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we ...

research-article
NCAlt: Alternatives and Difference Visualizations for Behavior Trees in Game Development Learning
Article No.: 245, Pages 1–31https://doi.org/10.1145/3549508

When learning how to develop AI behavior it is common for students to test different ideas before settling on a desired outcome. This functionality is not available in modern behavior tree systems beyond the traditional methods of duplication and ...

research-article
Honorable Mention
Honorable Mention
Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
Article No.: 246, Pages 1–24https://doi.org/10.1145/3549509

The 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 ...

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