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CHI PLAY 2024: Tampere, Finland
- Oguz 'Oz' Buruk, Guo Freeman, Juho Hamari:
Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2024, Tampere, Finland, October 14-17, 2024. ACM 2024, ISBN 979-8-4007-0692-9
Keynotes
- Jane Perry:
Deconstructing Performance: The Use of Actors in Games. 1 - Constance Steinkuehler:
Detoxing Online Games. 2-3
Work in Progress
- Pedro Acevedo, Minsoo Choi, Huimin Liu, Dominic Kao, Christos Mousas:
Game Level Design to Evoke Spatial Exploration: The Influence of a Secondary Task. 4-10 - Rachel Baker-Ramos, Michael Parkin, Angelica Raza-Furtado, Alika Spahn Naihe, Jack Hobbs, Jeffrey Vierra, Aaron Ramirez, Chantel Rubin-Molina, Cheridean Kaaialii, Celeste Mason, Yaman Sangar, May Okihiro, Josiah D. Hester:
Enabling Restorative Hawaiian Futurism via a Tabletop Role-Playing Game and Digital Ha'i Mo'olelo. 11-17 - Annisa Dhia Baswedan, Satoru Tokuhisa:
The Adventure in Science Museum: AR Game Featuring Anthropomorphized Companion to Enhance Learning Experience in Science Museum. 18-23 - Prabhav Bhatnagar, Markus Laattala, Supriya Dutta, Perttu Hämäläinen:
Understanding the Design of Emotionally Impactful Game Feel. 24-30 - Thom Bongaards, Maurits Adriaanse, Julian Frommel:
Personalized Matchmaking Restrictions for Reduced Exposure to Toxicity: Preliminary Insights from an Interview Study. 31-36 - Eleonora Chitti, Riccardo Iervolino, N. Alberto Borghese:
Exploring AR Experience with Thermojelly: a Competitive AR Board-game with Tangible Interfaces. 37-42 - Donald Degraen, Elena Werny, Marc Schubhan, Maximilian Altmeyer, Antonio Krüger:
EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden. 43-49 - Dion Deng, Radoslaw Trepanowski, Mingrui Li, Yin Zhang, Mila Bujic, Juho Hamari:
Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Players' Matches. 50-55 - Linus Eisele, Giovanni Apruzzese:
"Are Crowdsourcing Platforms Reliable for Video Game-related Research?" A Case Study on Amazon Mechanical Turk. 56-63 - Mohsen Ensafjoo, Alexander Bakogeorge, Chau Nguyen, Alexander Verni, Finch Gabriel Assadoullaev, Vivian Fung, David McFarlane, Paul H. Dietz, Fanny Chevalier, Ali Mazalek:
Hydrone: Bringing Interactivity to Small Water Features. 64-70 - Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing. 71-77 - Sílvia Fornós, Sofie Beier:
A Game Design Approach to Failure to Enhance Learning Games. 78-84 - Nils Gallist, Manuel Lattner, Michael Lankes, Jürgen Hagler:
Stage & Play: Using Game Technologies in the Context of Digitally-mediated Theater Performances. 85-90 - Fengsen Gao, Ke Fang, Wai Kin (Victor) Chan:
Humanizing Artifacts: An Educational Game For Cultural Heritage Artifacts and History Using Generative AI: Humanizing Artifacts. 91-96 - Çaglar Genç, Ferran Altarriba Bertran, Oguz 'Oz' Buruk, Sangwon Jung, Velvet Spors, Juho Hamari:
Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human Design. 97-103 - Masaki Goda, Goshiro Yamamoto, Chang Liu, Kazumasa Kishimoto, Sho Mitarai, Yukiko Mori, Tomohiro Kuroda:
Virtual Patientization: A Playable Design for Clinical Ultrasound Training by Embedding Virtual Lesions. 104-108 - Hilda Hadan, Leah Zhang-Kennedy, Lennart E. Nacke:
Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation. 109-123 - Botao Amber Hu, Yuemin Huang, Mingze Chai, Xiaobo Aaron Hu, Yilan Elan Tao:
GravField: Towards Designing an Inter-bodily Live-Coding Performance System within Collocated Mixed Reality Field. 124-130 - Madalyn Javier, Sara Wheeler, Qianhui Ni, Magdalayna Drivas, Katelyn G. Wong, Sofia Fitzsimmons, Ria Panda, Tierney Burke, Saunder Salazar, Jessie Jiang, Lynn C. Miller, David C. Jeong:
The Alt-Self: Investigating the Inclusivity of Self-Avatar Representations in Social VR. 131-138 - Sol Klapztein, Ana Cláudia Guimarães Santos, Wilk Oliveira, J. Tuomas Harviainen, André Ribeiro de Oliveira, Juho Hamari:
Game Design Concepts: A Tertiary Literature Review. 139-144 - Bastian Kordyaka, Nicole A. Beres, Rachel Kowert, Samuli Laato, Regan L. Mandryk:
Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer Online Games. 145-150 - JaeJun Lee, Soyoun Eom, Chenyu Yan:
Paying Customer, not Necessarily a Retained Customer in Freemium Games. 151-156 - Chris Elvis Leisi, Ulrich Götz:
Virtual Real Spaces: In-Home Gaming Experiences Bridging Reality and Virtuality. 157-162 - Andrii Lenyshyn, You Zhi Hu, Mark H. Chignell, Alex Mariakakis:
HoleyMoley: A Cognitive Assessment for Emotion Recognition in Virtual Reality. 163-168 - Yingtong Lu, Zhuying Li, Ding Ding:
Light Up Fireflies: Towards Understanding the Design of Interpersonal Bodily Intertwinement in Bodily Play. 169-174 - Arka Majhi, Aparajita Mondal, Satish B. Agnihotri:
Refresher Training through Digital and Physical, Card-Based Game for Accredited Social Health Activists (ASHAs) and Anganwadi Workers (AWWs) in India. 175-180 - Sai Siddartha Maram, Yash Malegaonkar, Mário Escarce Junior, Magy Seif El-Nasr:
Shloka: Developing Climate Change interventions through a lens of Religion and Videogames. 181-187 - Aska Mayer, Marcel Thiel-Woznica:
Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game Interfaces in Elden Ring Livestreaming. 188-193 - Sho Mitarai, Chang Liu, Goshiro Yamamoto, Nagisa Munekata:
Facilitative Agents with Deliberate Handicaps in Traditional Competitive Games for Improved Playability. 194-199 - Maria F. Montoya, Aryan Saini, Nathalie Overdevest, Benjamin Randall, Sarah Jane Pell, Florian 'Floyd' Mueller:
Exploring the Design of Playful Devices for Surfing. 200-207 - Ataru Nihei, Reo Hirano, Keita Watanabe:
Intuitive Brain-Computer Interface Control Using Onomatopoeia for an Enhanced Gaming Experience. 208-214 - Iina Nikkarikoski, Johanna Pehkonen, Iiris Kivelä, Paula Alavesa, Mikko Korkiakoski:
Galaxy Escape: A Game as a Tabletop Holographic Digital Twin Interface. 215-220 - Puru Ojha, Y. Raghu Reddy:
ACMGVR: Architecturally Consistent Mazes for Games in Virtual Reality. 221-226 - Olaoluwa Oyedokun, Syed Tanzim Mubarrat, Amogh Joshi, Christos Mousas, Dominic Kao:
Exploring the Influence of Avatar Skin Tone in VR Educational Games. 227-234 - Emma Sophie Reichert, Anna-Lena Babl, Michael Pickl, Michael Lankes, Martin Kocur:
Day 'n' Nite: Investigating the Effects of Day and Night Time in the Real World and Game Worlds on Cognitive Performance. 235-241 - Xingran Ruan, Kangcheng Wang, Charaka Palansuriya, Aurora Constantin:
Identifying Children Metacognitive Monitoring Performance Through Facial Expressions. 242-248 - Maryam Samadi, Cody J. Phillips, Madison Klarkowski:
Space Oddity: A Demonstration of the Self-Efficacy Game Elements Framework. 249-255 - Samira Soltani, Daniel Harley:
Paintings in the Age of VR Reproductions: Examining the Design of Virtual Reality Galleries. 256-262 - Nina Tepponen, Prabhav Bhatnagar, Perttu Hämäläinen:
Towards Understanding Waiting in Video Games. 263-268
Perspectives on Play
- Oguz 'Oz' Buruk, Ahmet Börütecene:
PingPonGPT: Write Your Next Paper while Playing Table Tennis with the Help of AI. 269-271 - Hilda Hadan, Sabrina A. Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke:
Culture Clash: When Deceptive Design Meets Diverse Player Expectations. 272-275 - Erica Kleinman, Casper Harteveld:
The Untapped Potential of Escape Rooms as Gamified Research Environments. 276-278 - Elisa D. Mekler:
Five CHI PLAY Papers I Like: On Championing Published Work That Has Merit. 279-281 - Susanne Poeller, Raquel B. Robinson:
Mute, Block, Punish, Reward? A Call to Shift the Research Focus From Concealing Toxicity in Games to Promoting Genuine Positive Behavior. 282-284 - Mattia Thibault:
Design Kitsch. 285-287
Interactivity Track
- Eunsol Sol Choi, Yi Xie, Sihao Chen, Elín Carstensdóttir, Edward F. Melcer:
Scented Days: Exploring the Capacity of Smell Narratives. 288-293 - Botao Amber Hu, Yilan Elan Tao, Yuchen Zhang, Sizheng Hao, Rem Rungu Lin:
MOFA The Ghost: Demonstrating an Asymmetrical Social Exertion Game in Spontaneous Collocated Mixed Reality. 294-299 - Daeun Hwang, Edward F. Melcer:
Mindfulness Techniques Taught Through Game Mechanics. 300-305 - Markus Laattala, Perttu Hämäläinen:
Duet: VR Pair Dancing with Partner Movement Manipulation. 306-311 - Merlin Steven Opp, Kathrin Gerling, Meshaiel M. Alsheail, Dmitry Alexandrovsky, Marvin Wolf:
Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From Games. 312-317 - Sophia Ppali, Yun Jung Jang, Marina Pasia, Andreas Papallas, Panayiotis Zaphiris, Alexandra Covaci:
Tingbao: A musical Immersive Experience Inspired by Environmental Themes. 318-323 - Zhiwen Qiu, Hsin-Ming Chao, Mengye Zhu, Chaoyu Wang, Saleh Kalantari:
EncoreLife: A Gamified Platform to Enhance Older Adults' Social Connections and Daily Life Structure during Transition to Retirement: A Gamified Platform to Enhance Post-Retirement Life for Older Adults. 324-330 - Ali Haider Rizvi, Oliver Schneider, Mark Hancock:
Proteus Card Deck: Enabling Remote Play with A Physical Card Deck. 331-335 - Raquel Breejon Robinson, Alberto Alvarez, Elisa D. Mekler:
Chi Play Bingo. 336-339 - Ville-Veikko Uhlgren, Samuli Laato, Tuomas Yrttimaa, Philip Chambers, Mikko Vastaranta, Timo Nummenmaa:
Space Probe Retrieval: A LiDAR-Based Augmented Reality Game for Forest Data Collection. 340-345
Student Game Design Competition
- Vijayanand Banahatti, Yash Karanjavkar, Hayat Tamboli, Deekshaa Nim, Prasad Bokil:
Error 409: The Portable Phygital Game Based on Binary to Decimal Number Conversion. 346-351 - Isak de Villiers Bosman, Ross Tordiffe, Tianyou 'Jackie' Huang, Oguz 'Oz' Buruk, Kristine Jørgensen, Juho Hamari:
SoundTrek: A Virtual Reality Audio Perspective-Switching Game. 352-358 - Prajwal D'Souza, Daniel Fernández Galeote, Nikoletta Zampeta Legaki, Juho Hamari:
Edutainment in the Context of Science Communication in Virtual Reality. 359-364 - Linas K. Gabrielaitis, Oguz 'Oz' Buruk:
Playing Esker Formations: Additive Games with a 3D Printer. 365-371 - Isadora Krsek, Shuyang Chen, Sauvik Das, Jason I. Hong, Laura Dabbish:
C.A.L.Y.P.S.O.: Designing Gameplay Features for Improving Player's Cybersecurity Self-Efficacy. 372-377 - Jianan Johanna Liu, Danlin Huang, Yuqi Song, Shan Luo, Botao Amber Hu:
Foldiverse: Augmenting Paper Folding Physiotherapy for Children with Autism via Family-Centered Mixed Reality Design. 378-383 - Shan Luo, Jianan Johanna Liu, Botao Amber Hu:
Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sighted Family and Friends. 384-391 - Bryce Arthur Moore, Ming Yau Chan, Isabella Patricia Mulles Ocampo, Karen Anne Cochrane:
"NEXT!": An Interactive Exploration of Familial Duty and Personal Desires through Computer Vision-Powered Gameplay. 392-397 - Maximilian von Detten, Kevin Pakula:
Bogtactics: Enhancing Environmental Awareness Through Serious Gaming. 398-403
Doctoral Consortium
- Caiseal Beardow:
Supporting Computing-centred Intuitions for Quantum Computing through Play. 404-408 - Nancy N. Blackburn:
Promoting End-User Security and Privacy Through Serious Game Development. 409-412 - Brian Confessor:
Hiki-game-ori: A Proposed Framework for Therapeutic Game Development for Socially Isolated Audiences. 413-415 - Johanna Eiting:
In-Car Gaming: Exploring the Global and Psychological Context. 416-419 - Federica S. Giusti:
The Emotional Landscape of League of Legends: A Gendered Analysis. 420-423 - Kseniia Harshina:
Developing a Virtual-Reality Game for Empathy Enhancement and Perspective-Taking in the Context of Forced Migration Experiences. 424-426 - Georgia Loewen:
Exploring Gaming Wearables for Players with Upper Limb Motor Disabilities through Design Fiction and DIY. 427-430 - Luz Alejandra Magre:
Designing for Engagement: Cozy Gaming for Long Term Goals. 431-433 - Maria F. Montoya:
Towards the Design of Playful Water Experiences using Interactive Technology. 434-437 - Mark Staun Poulsen:
Interdisciplinary Game Development: Situating the Professional Expertise and Skill-Building among Danish Game Workers. 438-441 - Ameneh Safari:
Leveraging Games to Foster Empathy toward Refugees. 442-445 - Tom Tucek:
Enhancing Empathy Through Personalized AI-Driven Experiences and Conversations with Digital Humans in Video Games. 446-449 - Michel Wijkstra:
Fighting Toxicity Through Positive and Preventative Intervention. 450-453 - Ya Xiao:
Investigating the Implementation and Effects of Personalized Gamification in Education. 454-457
Connections Track
- Oguz 'Oz' Buruk, Shiva Jabari, Ella Dagan, Benedikt Morschheuser, Santeri Saarinen, Emma Varjo, Nikoletta Zampeta Legaki, Mattia Thibault:
Identity in New Realities: Future Trajectories for Forming Identities and Social Lives in Extended Realities. 458-461 - Julian Frommel, Guo Freeman, Kathrin Gerling, Daniel Johnson, Regan L. Mandryk:
Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024. 462-465 - Erica Kleinman, Magy Seif El-Nasr, Johannes Pfau, Simone Kriglstein, Günter Wallner, David Melhart, Georgios N. Yannakakis, Jichen Zhu, Benjamin Watson, Casper Harteveld:
Ethics and Transparency in Game Data. 466-470 - Regan L. Mandryk, Vero Vanden Abeele, Daniel Johnson, Lennart E. Nacke, Kathrin Gerling, Julian Frommel, Guo Freeman:
Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference. 471-474 - Raquel B. Robinson, Jan B. Vornhagen, Guo Freeman, Brendan Keogh, Regan L. Mandryk, Brendan Sinclair:
The Impact of Mass Game Industry Layoffs on the CHI PLAY Community. 475-477 - Maria Törhönen, Muriel Garreta Domingo, Nikoletta Zampeta Legaki:
Games and AI Panel: Current State, Risks, and Future Trajectories. 478-479
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