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CHI PLAY 2020: Virtual Event, Canada
- Pejman Mirza-Babaei, Victoria McArthur, Vero Vanden Abeele, Max Birk:
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020 - Companion Volume / Extended Abstracts. ACM 2020, ISBN 978-1-4503-7587-0
Master Classes
- April Tyack, Elisa D. Mekler:
Masterclass: Rethinking Self-Determination Theory in Player-Computer Interaction. 1-2 - Günter Wallner, Simone Kriglstein:
Masterclass on Information Visualization for Games Research. 3-4 - Kristina Andersen:
Research through Design (or Tokens, Trinkets and other Transitional Things). 5-6 - Christopher Power:
Creating Accessible Player Experiences in Digital Games. 7
Doctoral Consortium
- Brian McKitrick:
"Let's Play" Communities: Definitions, Evolution, and Economies. 8-9 - Yoan-Daniel Grigorov Malinov:
Characterising the Benefits of Multi-Modal Play in Virtual Reality. 10-11 - Nandhini Giri:
Design Expertise in Gaming and Interactive Entertainment Industry Practices. 12-14 - Petros Ioannidis:
Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies. 15-17 - Sylvain Daronnat:
Human-Agent Trust Relationships in a Real-Time Collaborative Game. 18-20 - Christian Hayes:
Meaning-Making in Indie Games: The Intersection of Narrative and Interactivity in Non-Traditional Videogames. 21-23 - Amogh Joshi:
Optional Learning in Games. 24-26 - Rafael Soares Mariano Costa:
Understanding the Labor of Professional eSports Players. 27-29
Interactivity and Play
- Jasmine Roberts, John Mernacaj, Suzanne Chambers, Dror Ayalon, Errol King:
Lines of Play: Using Vector Tools to Place Game Objects in Augmented Reality. 30-32 - Jennifer Villareale, Ana V. Acosta-Ruiz, Samuel Adam Arcaro, Thomas B. Fox, Evan Freed, Robert C. Gray, Mathias Löwe, Panote Nuchprayoon, Aleksanteri Sladek, Rush Weigelt, Yifu Li, Sebastian Risi, Jichen Zhu:
iNNk: A Multi-Player Game to Deceive a Neural Network. 33-37 - Katelyn M. Grasse, Edward F. Melcer:
Generation: A Novel Fabrication Game for Simulating Evolution and Natural Selection. 38-42
Student Game Design Competition
- Drew Berge, Danilo Bettencourt, Stanley Lageweg, Willie Overman, Amir Zaidi, Rafael Bidarra:
Pinball for the Visually Impaired - an Audio Spatialization and Sonification Mobile Game. 43-46 - Tina Chan, Adam Leung:
Illuminate: A Simulation Game to Instill Grounded Hope in Youth for Climate Action. 47-49 - Nicholas Diana, Jessica Hammer, John C. Stamper, Kenneth R. Koedinger:
Persuasion Invasion: Reducing Bias with Value-Adaptive Instruction. 50-53 - Julien Grimard, Simon Lescieux, Vincent Plourde, Alexandre Brazeau, Elly Brouillard, Camille Côté, Caroline Côté, Moufid Dechicha, Maryse Duckett, Félix-Antoine Dupéré, Nicolas Dussault-Pilon, Nicolas Guilbeault-Desjardins, Gabriel Lapierre, Mélissa Mana, Casandra Martin, Jean-Sébastien Mathieu, Claudia Robertson, Mahély Seyer, Sandra Vasseur, Tristan Alantar, Jérémie De Witte, Nicolás Medina, Josselin Viricel:
Equilibrium: A Story About Depression. 54-58 - Pascal Jansen, Fabian Fischbach:
The Social Engineer: An Immersive Virtual Reality Educational Game to Raise Social Engineering Awareness. 59-63 - Chen Ji, Hiroki Nishino:
Daydream: A Healing Game for Mitigating Quarantine-induced Negative Emotions with Music Adventure. 64-67 - Shalev Moran:
Archipelago: A Cyclical Adventure Game. 72-75 - Adrian Schroeder, Eva Goodnight, Markus Kühner, Wilhelm Gerner, Michael Hebel, Daniel Görlich:
Infinite Walking in Three Dimensions in Virtual Reality: A Shopping Mall Simulator Game. 76-79 - Sophia C. Steinhaeusser, Birgit Lugrin:
Horror Laboratory and Forest Cabin - A Horror Game Series for Desktop Computer, Virtual Reality, and Smart Substitutional Reality. 80-85 - Aaron Tabor, Reyhan Pradantyo, Book Sadprasid, Max Valentin Birk, Erik J. Scheme, Scott Bateman:
Bubble Breather - A Breathing Exercise Game to Support Pneumonia Rehabilitation and Recovery. 86-90 - Divyanshu Tiwari:
Fostering Collaboration and Empathy Through Games. 91-93 - Joseph Tu, Ekaterina Durmanova:
Curioscape: A Curiosity-driven Escape Room Board Game. 94-97 - Wenge Xu, Hai-Ning Liang, Xiaoyue Ma, Xiang Li:
VirusBoxing: A HIIT-based VR Boxing Game. 98-102
Rapid communications
- Bas A. Plijnaer, Daisy O'Neill, Eloisa Kompier, Günter Wallner, Regina Bernhaupt:
Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization. 103-107 - Nour Halabi, Pejman Mirza-Babaei, Lena Uszkoreit, Günter Wallner:
Exploring Severity of Gameplay Issues from Players' Perspective. 108-113 - Joseph P. Salisbury, Ted M. Aronson, Tony J. Simon:
At-Home Self-Administration of an Immersive Virtual Reality Therapeutic Game for Post-Stroke Upper Limb Rehabilitation. 114-121 - Ella Goodman-Vincent, Mathieu Roy, Najmeh Khalili-Mahani:
Affective Game Planning for Playing the Pain: An Experimental Framework for Testing the Analgesic Efficacy of Market-place Mobile Games. 122-128 - Betty Sargeant, Justin Dwyer, Florian 'Floyd' Mueller:
Designing for Virtual Touch: A Real-Time Co-Created Online Art Experience. 129-133 - Christian Arzate Cruz, Takeo Igarashi:
MarioMix: Creating Aligned Playstyles for Bots with Interactive Reinforcement Learning. 134-139 - Serena Lee-Cultura, Kshitij Sharma, Valeria Aloizou, Symeon Retalis, Michail N. Giannakos:
Children's Interaction with Motion-Based Touchless Games: Kinecting Effectiveness and Efficiency. 140-145 - Aline Hufschmitt, Stéphane Cardon, Éric Jacopin:
Manipulating Player Performance via Music Tempo in Tetris. 146-152
Work-in-Progress
- Vasundhara Agrawal, Varnika Naik, Mayuri Duggirala, Sandeep Athavale:
Calm a Mobile based Deep Breathing Game with Biofeedback. 153-157 - Vasundhara Agrawal, Varnika Naik, Mayuri Duggirala, Sandeep Athavale:
Color Me: A Game based on Art Therapy for Mental Health. 158-162 - Takumi Akiyama, Kentaro Go, Akifumi Kijima, Yuichiro Kinoshita:
Characterizing the Coordinating Behaviors in a Three vs. One Ball Possession Game using Gaze Interaction. 163-167 - Ferran Altarriba Bertran, Ahmet Börütecene, Oguz 'Oz' Buruk, Mattia Thibault, Katherine Isbister:
MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations. 168-172 - Aditya Anupam, Colin Stricklin, Jordan Graves, Kevin Tang, Michael Vogel, Marian Dominguez-Mirazo, Janet Murray:
Essential Workers: A Multiplayer Game for Enacting Patterns of Social Interdependency in a Pandemic. 173-177 - Saurav K. Aryal, Candace F. Williams, Katrina J. Rosemond, Cesa Salaam, Gloria J. Washington:
Self-Efficacy Sydney: An EHWLT for Young Children with Chronic Illness. 178-181 - Mehrdad Bahrini, Nima Zargham, Johannes Pfau, Stella Lemke, Karsten Sohr, Rainer Malaka:
Good vs. Evil: Investigating the Effect of Game Premise in a Smart Home Security Educational Game. 182-187 - Rosanne Bloemraad, Noortje Boekenoogen, Joost van den Broek, Maxine Palmen, Günter Wallner, Regina Bernhaupt:
Have a Break: Raising the Self-Awareness of Gamers About Long Gaming Sessions Using an Ambient Tangible Device. 188-192 - Lisa E. S. Brand, Robyn L. Huiting, Harm Booy, Jim H. A. Blom, Max Valentin Birk:
LOOk: Exploring the Effect of Game-Play on the Salience Bias. 193-197 - Gerry Chan, Ali Arya, Rita Orji, Zhao Zhao, Milica Stojmenovic, Anthony D. Whitehead:
Player Matching for Social Exergame Retention: A Group Personality Composition Approach. 198-203 - Lynda Clark, Jung in Jung, Stuart Anderson, Paul Blackham, Divij Sood:
Euphonia: Reflecting on the Design of an AI-Powered Voice-Controlled Narrative Game. 204-208 - Sebastian Cmentowski, Jens H. Krüger:
Playing With Friends - The Importance of Social Play During the COVID-19 Pandemic. 209-212 - Flannery Hope Currin, Kyle Diederich, Kaitlyn Blasi, Kerry Peterman, Juan Pablo Hourcade:
Supporting Sociodramatic Play at the Individual Level. 213-218 - Nisha Devasia, Safinah Ali, Cynthia Breazeal:
Escape!Bot: Child-Robot Interaction to Promote Creative Expression During Gameplay. 219-223 - Katharina Emmerich, Andrey Krekhov, Jens H. Krüger:
"Pls Uninstall": On the Interplay of the COVID-19 Pandemic and Toxic Player Behavior in Competitive Gaming. 224-228 - Morgan C. Evans, Srujani Kamineni, Omar Cheikh-Ali, Justin Fanzo, Shan Jiang, Ketul Majmudar, Miao Ren, Jessica Hammer:
Sharing Multi-User VR Spaces. 229-233 - Sílvia Fornós:
Game Making as a Learning Strategy for Chemical Engineering. 234-236 - Maxwell Foxman, Alex P. Leith, David Beyea, Brian Klebig, Vivian Hsueh Hua Chen, Rabindra A. Ratan:
Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. 237-241 - Stuart Iain Gray, Tom Metcalfe, Kirsten Cater, Peter Bennett, Chris Bevan:
The Sugargotchi: An Embodied Digital Pet to Raise Children's Awareness of their Dental Health and Free Sugar Consumption. 242-247 - Aqeel Haider, Kathrin Gerling, Vero Vanden Abeele:
The Player Experience Inventory Bench: Providing Games User Researchers Actionable Insight into Player Experiences. 248-252 - Derek Haqq, D. Scott McCrickard:
Playing Together while Apart: Exploring Asymmetric and Interdependent Games for Remote Play. 253-256 - Casper Harteveld, Nithesh Javvaji, Tiago Machado, Yevgeniya V. Zastavker, Victoria Bennett, Tarek Abdoun:
Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI). 257-261 - Katriina Irja Heljakka, Pirita Johanna Ihamäki, Anu Inkeri Lamminen:
Playing with the Opposite of Uncanny: Empathic Responses to Learning with a Companion-Technology Robot Dog vs. Real Dog. 262-266 - Shafaq Irshad, Andrew Perkis:
Serious Storytelling in Virtual Reality: The Role of Digital Narrative to Trigger Mediated Presence and Behavioral Responses. 267-271 - Robert Jeffrey, Pengze Bian, Fan Ji, Penny Sweetser:
The Wisdom of the Gaming Crowd. 272-276 - Chunzhen Jiang, Aritra Kundu, Mark Claypool:
Game Player Response Times versus Task Dexterity and Decision Complexity. 277-281 - Mads Johansen, Martin Pichlmair, Sebastian Risi:
Squeezer - A Tool for Designing Juicy Effects. 282-286 - Simone Kriglstein, Fabian Hengstberger, Florian Fribert, Katharina Stiehl, Beate Schrank, Alexander Pfeiffer, Thomas Wernbacher, Günter Wallner:
Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools. 287-291 - Vishesh Kumar, Matthew Berland, Leilah Lyons, Matthew A. Cannady, Maxine McKinney de Royston:
Designing for and Identifying Plural Goals in a Science Museum Game Exhibit. 292-296 - Nina LaMastra, Jirassaya Uttarapong, Reesha Gandhi, Christine Linda Cook, Donghee Yvette Wohn:
How a Live Streamer's Choice in Played Game Affects Mental Health Conversations. 297-300 - Andreas Larsson, Jonas Ekblad, Alberto Alvarez, José M. Font:
A Comparative UX Analysis between Tabletop Games and their Digital Counterparts. 301-305 - Shengmei Liu, Mark Claypool, Bhuvana Devigere, Atsuo Kuwahara, Jamie Sherman:
'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player Performance. 306-310 - Liam Mason, Kathrin Gerling, Patrick Dickinson, Jussi Holopainen:
Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks. 311-315 - Omid Mohaddesi, Casper Harteveld:
The Importance of Pilot Studies for Gamified Research: Pre-Testing Gamettes to Study Supply Chain Decisions. 316-320 - Gerard Mulvany, Simeon Taylor, Stefan Greuter:
Target: Zero Drift: Minimizing Spatial Drift in VR Optical Tracking Systems such as Oculus Insight. 321-325 - Isabel Newsome:
An Educational Game Bringing Awareness to Declining Insect Populations. 326-329 - Johannes Pfau, Jan David Smeddinck, Rainer Malaka:
The Case for Usable AI: What Industry Professionals Make of Academic AI in Video Games. 330-334 - Johannes Pfau, Rainer Malaka:
We Asked 100 People: How Would You Train Our Robot? 335-339 - Janet Rafner, Arthur Hjorth, Sebastian Risi, Lotte Philipsen, Charles Dumas, Michael Mose Biskjær, Lior Noy, Kristian Tylén, Carsten Bergenholtz, Jesse Lynch, Blanka Zana:
crea.blender: A Neural Network-Based Image Generation Game to Assess Creativity. 340-344 - Sebastian Rings, Sukran Karaosmanoglu, Lucie Kruse, Daniel Apken, Tobias Picker, Frank Steinicke:
Using Exergames to Train Patients with Dementia to Accomplish Daily Routines. 345-349 - Kimiko Ryokai, Yong (Leon) Li:
VR SandScape: Working with Multiple Perspectives in a Hybrid VR/SAR Collaborative Play Space. 350-354 - Robert Salay, Mark Claypool:
A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation. 355-359 - Sergio Sayago, Josep Blat, Bárbara Barbosa Neves:
At the Intersection of Digital Games, Gender, and Age: A Participant Observational Study with Active Older Women. 360-364 - Ekta Shokeen, Nihal Katirci, Janet Bih Fofang, Amber Simpson, Caro Williams-Pierce:
Unpacking Mathematical Play within Makerspaces using Embodied Cognition. 365-369 - Ekta Shokeen, Anthony Pellicone, David Weintrop, Diane Jass Ketelhut, Caro Williams-Pierce, Jandelyn Dawn Plane, Michel Cukier:
Designing Failure and Feedback within Puzzles. 370-374 - Benjamin Stokes, Hazel Arroyo, Mitchell Loewen, Tambra Stevenson, Chris J. Karr:
A Playful City in the Cards: Sharing Power in Game Design by Extending the Card Metaphor. 375-378 - Philipp Sykownik, Katharina Emmerich, Maic Masuch:
Like in the Good Old Times, but Virtual - A Case for Simulating Co-located Multiplayer Games in VR. 379-383 - Simon Tolinsson, Alexander Flodhag, Alberto Alvarez, José María Font:
To Make Sense of Procedurally Generated Dungeons. 384-387 - Robby van Delden, Sascha Bergsma, Koen Vogel, Dees B. W. Postma, Randy Klaassen, Dennis Reidsma:
VR4VRT: Virtual Reality for Virtual Rowing Training. 388-392 - Amy Visscher, Jan Kolkmeier, Simon Langener, Robby van Delden:
ANIM3: ANIMated ANIMals as A Numbing Immersive Mechanic. 393-397 - Georg Volkmar, Dmitry Alexandrovsky, Jan David Smeddinck, Marc Herrlich, Rainer Malaka:
Playful User-Generated Treatment: Expert Perspectives on Opportunities and Design Challenges. 398-402 - Wen Bo Yu, James Robb, Pejman Mirza-Babaei:
Profiling Livestream Spectators. 403-407 - Nima Zargham, Michael Bonfert, Georg Volkmar, Robert Porzel, Rainer Malaka:
Smells Like Team Spirit: Investigating the Player Experience with Multiple Interlocutors in a VR Game. 408-412 - Tengjia Zuo, Max Valentin Birk, Erik D. Van der Spek, Jun Hu:
Exploring Fantasy Play in MathMythos AR. 413-417
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