CHI PLAY 2023
Proceedings of the ACM on Human-Computer Interaction, Volume 7, Number CHI PLAY
Powered by
Conference Publishing Consulting

Proceedings of the ACM on Human-Computer Interaction, Volume 7, Number CHI PLAY, October 10–13, 2023, Stratford, Canada

PLAY – Journal Issue

Contents - Abstracts - Authors

Frontmatter

Title Page
Editorial Message

Research Papers

Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments
Susanne Poeller, Martin Johannes Dechant, Madison Klarkowski, and Regan L. Mandryk
(University of Saskatchewan, Saskatoon, Canada; University College London, London, UK)
Publisher's Version Archive submitted (560 kB)
Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare Intensity
Thomas Terkildsen, Lene Engelst, and Mathias Clasen
(Aarhus University, Aarhus, Denmark)
Publisher's Version
Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play
Lucy A. Sparrow and Melissa J. Rogerson
(University of Melbourne, Melbourne, Australia)
Publisher's Version
A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games
Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, Frank Steinicke, and Jens Krüger
(University of Duisburg-Essen, Duisburg, Germany; Universität Hamburg, Hamburg, Germany)
Publisher's Version Archive submitted (90 MB)
Counterplay: Circumventing the Belgian Ban on Loot Boxes by Adolescents
Maarten Denoo, Bruno Dupont, Eva Grosemans, Bieke Zaman, and Rozane De Cock
(KU Leuven, Leuven, Belgium)
Publisher's Version
“An Adapt-or-Die Type of Situation”: Perception, Adoption, and Use of Text-to-Image-Generation AI by Game Industry Professionals
Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, and Christian Guckelsberger
(Aalto University, Espoo, Finland; Aalto University, Helsinki, Finland; Queen Mary University of London, London, UK)
Publisher's Version Archive submitted (3.2 MB)
Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games
Mateus Pinheiro, Windson Viana, and Ticianne de Gois Ribeiro Darin
(Federal University of Ceará, Fortaleza, Brazil)
Publisher's Version
Small Latency Variations Do Not Affect Player Performance in First-Person Shooters
Andreas Schmid, David Halbhuber, Thomas Fischer, Raphael Wimmer, and Niels Henze
(University of Regensburg, Regensburg, Germany)
Publisher's Version
‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games
Nick Ballou and Sebastian Deterding
(Queen Mary University of London, London, UK; Imperial College, London, UK)
Publisher's Version
“Anything a Guardian Does Is Canonical”: Player Understanding of Canon in Destiny
Bjarke Alexander Larsen and Elin Carstensdottir
(University of California, Santa Cruz, USA)
Publisher's Version
Investigating the Effects of Tailored Gamification on Learners’ Engagement over Time in a Learning Environment
Audrey Serna, Stuart Hallifax, and Élise Lavoué
(University of Lyon - INSA Lyon - CNRS - UCBL, Lyon, France; University of Lyon - University Jean Moulin Lyon 3 - IAE Lyon School of Management - CNRS - INSA Lyon, UCBL, Lyon, France)
Publisher's Version
BlueVR: Design and Evaluation of a Virtual Reality Serious Game for Promoting Understanding towards People with Color Vision Deficiency
Ruoxin You, Yihao Zhou, Weicheng Zheng, Yiran Zuo, Mayra Donaji Barrera Machuca, and Xin Tong
(University College London, London, UK; East China Normal University, Shanghai, China; Duke Kunshan University, Kunshan, China; Shanghai Yue Kong Pao Senior Secondary School, Shanghai, China; Dalhousie University, Halifax, Canada)
Publisher's Version
The Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems
Wilk Oliveira, Juho Hamari, and Seiji Isotani
(Tampere University, Tampere, Finland; Harvard University, Cambridge, USA)
Publisher's Version
If at First You Don’t Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints
Colby Johanson, Brandon Piller, Carl Gutwin, and Regan L. Mandryk
(University of Saskatchewan, Saskatoon, Canada)
Publisher's Version
Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers
Shano Liang, Michelle V. Cormier, Phoebe O. Toups Dugas, and Rose Bohrer
(Worcester Polytechnic Institute, Worcester, USA; Monash University, Melbourne, Australia)
Publisher's Version
A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and Operationalisation
Anne Ozdowska, Penny Sweetser, and Mahsuum Daiiani
(Australian National University, Canberra, Australia; Australian National University, Belconnen, Australia)
Publisher's Version
Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs in Kids-Oriented F2P Video Games
Martin Sas, Maarten Denoo, and Jan Tobias Mühlberg
(KU Leuven, Leuven, Belgium; Université Libre de Bruxelles, Bruxelles, Belgium)
Publisher's Version Info
Prospective Passion and Social Capital within DotA 2 Players
Daniel Johnson, Julian Frommel, Winnifred Louis, Matthew David Lee, Porntida Tanjitpiyanond, and Regan L. Mandryk
(QUT, Brisbane, Australia; Utrecht University, Utrecht, Netherlands; University of Queensland, Brisbane, Australia; University of Pennsylvania, Philadelphia, USA; University of Victoria, Victoria, Canada; University of Saskatchewan, Saskatoon, Canada)
Publisher's Version
Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective
Karam Eum, Seyeon Lee, Minjae Jo, and Young Yim Doh
(KAIST, Daejeon, South Korea; Samsung Electronics, Seoul, South Korea)
Publisher's Version
From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment
Daniel Fernández Galeote, Nikoletta-Zampeta Legaki, and Juho Hamari
(Tampere University, Tampere, Finland)
Publisher's Version Published Artifact Artifacts Available
A Quest?!: The Secret Life of Gameworld Punctuation
Nicolas LaLone, Phoebe O. Toups Dugas, and Michelle V. Cormier
(Rochester Institute of Technology, Rochester, USA; Monash University, Clayton, Australia)
Publisher's Version
Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance
Nicole A. Beres, Madison Klarkowski, and Regan L. Mandryk
(University of Saskatchewan, Saskatoon, Canada)
Publisher's Version
ExpanStick: Augmenting Gamepad Thumbstick using Force at the Limit
Youngbo Aram Shim, Sangyoon Lee, HyeonBeom Yi, and Geehyuk Lee
(KAIST, Daejeon, South Korea)
Publisher's Version
The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games
Bastian Kordyaka, Samuli Laato, Katharina Jahn, Juho Hamari, and Bjoern Niehaves
(University of Bremen, Bremen, Germany; Tampere University, Tampere, Finland; Chemnitz University of Technology, Chemnitz, Germany)
Publisher's Version
How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going
Samuli Laato, Daniel Fernández Galeote, Ferran Altarriba Bertran, Konstantinos Papangelis, and Juho Hamari
(Tampere University, Tampere, Finland; Universitat de Girona, Spain; Rochester Institute of Technology, Rochester, USA)
Publisher's Version
The Aesthetics of Disharmony: Harnessing Sounds and Images for Dynamic Soundscapes Generation
Mário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, and Elisa Rubegni
(Lancaster University, Lancaster, UK; Phersu Interactive, Belo Horizonte, Brazil)
Publisher's Version
Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games
Maximillian Oliver Clark, Aneesha Singh, and Giulia Barbareschi
(University College London, London, UK; Keio University, Yokohama, Japan)
Publisher's Version
A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena
Topias Mattinen, Joseph Macey, and Juho Hamari
(Tampere University, Tampere, Finland; University of Turku, Turku, Finland)
Publisher's Version Video Info
From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers
Stuart Hallifax, Maximilian Altmeyer, Kristina Kölln, Maria Rauschenberger, and Lennart E. Nacke
(University of Waterloo, Waterloo, Canada; German Research Center for Artificial Intelligence, Saarbrücken, Germany; University of Applied Sciences Emden, Emden, Germany; University of Seville, Sevilla, Spain)
Publisher's Version
Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players
Rakesh Patibanda, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, Josh Andres, Jarrod Knibbe, Elise van den Hoven, and Florian ‘Floyd’ Mueller
(Monash University, Melbourne, Australia; Monash University, Clayton, Australia; University of Cambridge, Cambridge, UK; Xi’an Jiaotong-Liverpool University, Suzhou, China; Australian National University, Canberra, Australia; University of Melbourne, Melbourne, Australia; University of Technology Sydney, Sydney, Australia; Eindhoven University of Technology, Eindhoven, Netherlands)
Publisher's Version
Creative Console: A Player-Driven Game Based on a Modular Fast-Evolving-and-Verifying Framework
Ke Fang, Jinsheng Jiang, Xing Sun, Yuqing Chen, Jiajia He, and Lei Huang
(Tsinghua University, Shenzhen, China)
Publisher's Version
“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games
Matthew Alexander Whitby, Ioanna Iacovides, and Sebastian Deterding
(University of York, York, UK; Imperial College, London, UK)
Publisher's Version
Using Everyday Objects as Props for Virtual Objects in First Person Augmented Reality Games: An Elicitation Study
Mac Greenslade, Adrian Clark, and Stephan Lukosch
(University of Canterbury, Christchurch, New Zealand)
Publisher's Version
Investigating Players’ Perceptions of Deceptive Design Practices within a 3D Gameplay Context
John King, Dan Fitton, and Brendan Cassidy
(University of Central Lancashire, Preston, UK)
Publisher's Version
Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player’s Physical Body and the Virtual World
Rakesh Patibanda, Chris Hill, Aryan Saini, Xiang Li, Yuzheng Chen, Andrii Matviienko, Jarrod Knibbe, Elise van den Hoven, and Florian ‘Floyd’ Mueller
(Monash University, Melbourne, Australia; University of Cambridge, Cambridge, UK; Xi’an Jiaotong-Liverpool University, Suzhou, China; KTH Royal Institute of Technology, Stockholm, Sweden; University of Melbourne, Melbourne, Australia; University of Technology Sydney, Sydney, Australia; Eindhoven University of Technology, Eindhoven, Netherlands)
Publisher's Version
How Gamified Are Sustainable Food Apps? Applying the Gameful Design Heuristics to Evaluate Sustainable Food Apps
Diana Grüger, Julian Weiblen, Philip Weber, and Thomas Ludwig
(University of Siegen, Siegen, Germany; University of Hagen, Hagen, Germany)
Publisher's Version
Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System
Maria F. Montoya, YuYang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Sarah Jane Pell, and Florian ‘Floyd’ Mueller
(Monash University, Melbourne, Australia; Monash University, Clayton, Australia)
Publisher's Version
My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games
Linda Hirsch, Florian Müller, Francesco Chiossi, Theodor Benga, and Andreas Martin Butz
(LMU Munich, Munich, Germany)
Publisher's Version
Visualizing the Spatio-Temporal Evolution of Gameplay using Storyline Visualization: A Study with League of Legends
Günter Wallner, Letian Wang, and Claire Dormann
(JKU Linz, Linz, Austria)
Publisher's Version Archive submitted (12 MB)
Let’s Play Together through Channels: Understanding the Practices and Experience of Danmaku Participation Game Players in China
PiaoHong Wang and Zhicong Lu
(City University of Hong Kong, Hong Kong, China)
Publisher's Version Video
Tiles to Move: Investigating Tile-Based Locomotion for Virtual Reality
Jana Franceska Funke, Anja Schikorr, Sukran Karaosmanoglu, Teresa Hirzle, Frank Steinicke, and Enrico Rukzio
(Ulm University, Ulm, Germany; Universität Hamburg, Hamburg, Germany; University of Copenhagen, Copenhagen, Denmark; University of Ulm, Ulm, Germany)
Publisher's Version Archive submitted (230 MB)
Understanding Player’s Gesture-Based Communicative Behavior in MOBA Games
Keyang Zheng and Rosta Farzan
(University of Pittsburgh, Pittsburgh, USA)
Publisher's Version
The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform
Chek Tien Tan, Oran Zane Devilly, Sok Mui Lim, Bavani Divo, Xiao-Feng Kenan Kok, Jamil Jasin, Ker Boon Seaw, and Lin Aung Htein
(Singapore Institute of Technology, Singapore, Singapore)
Publisher's Version
Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames
Linda Graf, Sophie Abramowski, Felix Born, and Maic Masuch
(University of Duisburg-Essen, Duisburg, Germany)
Publisher's Version
Privacy Is the Price: Player Views and Technical Evaluation of Data Practices in Online Games
Amel Bourdoucen, Leysan Nurgalieva, and Janne Lindqvist
(Aalto University, Espoo, Finland)
Publisher's Version
Objective Difficulty-Skill Balance Impacts Perceived Balance but Not Behaviour: A Test of Flow and Self-Determination Theory Predictions
Sebastian Deterding and Joe Cutting
(Imperial College, London, UK; University of York, York, UK)
Publisher's Version Info
The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual Reality Games
Nicholas Balcomb, Max V. Birk, and Scott Bateman
(University of New Brunswick, Fredericton, Canada; Eindhoven University of Technology, Eindhoven, Netherlands)
Publisher's Version
Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots
Shuo Zhou and Norihisa Segawa
(Kyoto Sangyo University, Kyoto, Japan)
Publisher's Version
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, and Seiji Isotani
(University of São Paulo, São Carlos, Brazil; Tampere University, Tampere, Finland; Federal University of Alagoas, Maceió, Brazil; Harvard University, Cambridge, USA)
Publisher's Version
“I Feel My Abs”: Exploring Non-standing VR Locomotion
Reetu Kontio, Markus Laattala, Robin Welsch, and Perttu Hämäläinen
(Aalto University, Espoo, Finland)
Publisher's Version
The Effects of Latency and In-Game Perspective on Player Performance and Game Experience
David Halbhuber, Philipp Schauhuber, Valentin Schwind, and Niels Henze
(University of Regensburg, Regensburg, Germany; Frankfurt University of Applied Sciences, Frankfurt, Germany)
Publisher's Version
“I’m the leader and I’m going to save the world”: Characterizing Empowering and Disempowering Game Experiences
Jan B. Vornhagen, Dan Bennett, Dooley Murphy, and Elisa D. Mekler
(IT University of Copenhagen, Copenhagen, Denmark; Laerdal Medical, Copenhagen, Denmark)
Publisher's Version

proc time: 8.31