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CHI PLAY 2021: Virtual Event, Austria
- Günter Wallner, Alexander Meschtscherjakov, Max Birk, Jo Iacovides, Mitchell W. McEwan:
CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021. ACM 2021, ISBN 978-1-4503-8356-1
Keynotes
- Lindsay Grace:
Play as Interface. 1 - Rhianna Pratchett:
A conversation with Rhianna Pratchett on Storytelling for Games. 2 - Casey Ging:
Walt Disney Imagineering: Decades of Innovation and Play. 3 - Jaroslav Svelch:
Gaming the Iron Curtain: Making, Playing, and Copying Computer Games in Communist Czechoslovakia. 4
Work-In-Progress
- Patrick Brandstätter, Sarah Hagmann, Daniela Krückl, Martina Maurer, Michael Lankes:
I will stand by you: Measuring the perceived Social Presence towards Semi-Autonomous Companions in a 2D game. 5-9 - Ingeborg Goll Rossau, Rasmus Bugge Skammelsen, Jedrzej Jacek Czapla, Bastian Ilsø Hougaard, Hendrik Knoche, Mads Jochumsen:
How can we help? Towards a design framework for performance-accommodation mechanisms for users struggling with input. 10-16 - Jinghe Cai, Bohan Chen, Chen Wang, Jia Jia:
Wander: A breath-control Audio Game to Support Sound Sleep. 17-23 - Vedant Sansare, Jake Rovere, Mitchell W. McEwan, Malcolm Ryan:
The Impact of Social Proof on Moral Decision-Making in Video Games. 24-29 - Robbe Kimpen, Robin De Croon, Vero Vanden Abeele, Katrien Verbert:
Towards Predicting Hexad User Types from Mobile Banking Data: An Expert Consensus Study. 30-36 - Brian Curlee, Taylor Newman, Kaustavi Sarkar, Julio César Bahamón:
Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer's Toolkit. 37-42 - Martin Kocur, Pascal Lindemann, Tim Pfeil, Michael Lankes:
The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game. 43-48 - Coleen Sallot:
Utilizing Virtual Play to Help Adopted Children with Trauma. 49-54 - Nick Ballou, Heiko Breitsohl, Dominic Kao, Kathrin Gerling, Sebastian Deterding:
Not Very Effective: Validity Issues of the Effectance in Games Scale. 55-60 - Farah Ditha Farizi, Thuong N. Hoang, Shaun Bangay, Stefan Greuter:
Developing Design Guidelines for Virtual Reality based Decision-Making Training for Team Sports. 61-66 - Vinson Luo, Lawrence J. Klinkert, Paul Foster, Ching-Yu Tseng, Elizabeth Adams, Leanne Ketterlin-Geller, Eric C. Larson, Corey Clark:
A Multidisciplinary Approach To Designing Immersive Gameplay Elements for Learning Standard-Based Educational Content. 67-73 - Theresa F. Wechsler, Martin Brockelmann, Konstantin Kulik, Felicitas M. Kopf, Martin Kocur, Michael Lankes, Andreas Mühlberger, Christian Wolff:
SpEYEders: Adults' and children's affective responses during immersive playful gaze interactions transforming virtual spiders. 74-79 - Gabriel De Ioannes Becker, Eva Hornecker:
Sally&Molly: A Children's Book with Real-Time Multiplayer Mobile Augmented Reality. 80-86 - Rogério Augusto Bordini, Oliver Korn:
Noneliness: : A Gamified Mobile App to Reduce Loneliness Among University Students. 87-93 - Sandra Câmara Olim, Valentina Nisi, Teresa Romão:
Enhancing Children Spatial Skills with Augmented Reality Serious Games. 94-100 - Ruben Till Wittrin, Volker Tolkmitt, Ephraim Linke, Carolin Isabel Steiner, Maximilian Eibl, Marc Ritter:
Identifying Optimization Potential in the Field of Learning and Game Design by Using the Example of a Pre-Alpha Prototype of "Arctic Economy". 101-104 - Joss Kingdom Moo-Young, Andrew Hogue, Veronika Szkudlarek:
Virtual Materiality: Realistic Clay Sculpting in VR. 105-110 - Ross Higashi, Erik Harpstead, Jaemarie Solyst, Jonaya Kemper, Judith Odili Uchidiuno, Jessica Hammer:
The Design of Co-Robotic Games for Computer Science Education. 111-116 - Qianou Ma, Erik Harpstead:
Support Designer-Teacher Collaboration in Educational Game Design Using Learning Science Principles. 117-121 - Atiya N. Nova, Stevie Cheryl Francesca Sansalone, Pejman Mirza-Babaei:
PathOS+: A New Realm in Expert Evaluation. 122-127 - Morva Saaty, Derek Haqq, Devin B. Toms, Ibrahim Eltahir, D. Scott McCrickard:
A Study on Pokémon GO: Exploring the Potential of Location-based Mobile Exergames in Connecting Players with Nature. 128-132 - Paulo Bala, Valentina Nisi, Mara Dionisio, Nuno Jardim Nunes, Stuart James:
Square peg, round hole: A case study on using Visual Question & Answering in Games. 133-139 - Corey Thomas Martin, James Baumeister, Andrew Cunningham, G. Stewart Von Itzstein:
The Spheres of Player Motivation: Towards a New Typology for Player Motivation in Digital Games. 140-145 - Ivan Ip, Penny Sweetser:
Investigating Player Experience in Virtual Reality Games via Remote Experimentation. 146-151 - Allan Fowler, Johanna Pirker:
Tokenfication - The potential of non-fungible tokens (NFT) for game development. 152-157 - Dominik Kayser, Sebastian Andrea Caesar Perrig, Florian Brühlmann:
Measuring Players' Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ. 158-162 - Michelle Hsieh, Noor Hammad, Erik Harpstead, Jessica Hammer:
Understanding Player Retention Strategies in Animal Crossing: New Horizons. 163-167 - Mahdieh Allameh, Loutfouz Zaman:
Jessy: A Conversational Assistant for Tutoring Digital Board Games. 168-173 - Arjun Madhusudan, Benjamin Watson:
Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2. 174-178 - Sebastian Cmentowski, Jens H. Krüger:
Exploring the Potential of Vertical Jump Training in Virtual Reality. 179-185 - Irina Paraschivoiu, Thomas Layer-Wagner:
Placemaking for Urban Sustainability: Designing a Gamified App for Long-term, Pro-environmental Participation. 186-191 - André Antunes, Rui Neves Madeira, Ilona Toth, Carolina Bernardo:
Modeling Serious Games Design towards Engaging Children with Special Needs in Therapy. 192-197 - Ezequiel Aleman, Larysa Nadolny, Alejandro Ferreira, Bruno Gabetti, Guillermo Ortíz, Martín Zanoniani:
Screening Bot: a Playground for Critical Algorithmic Literacy Engagement with Youth. 198-202 - Judith Odili Uchidiuno, Jaemarie Solyst, Jonaya Kemper, Erik Harpstead, Ross Higashi, Jessica Hammer:
Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher. 203-208 - Tiange Wang, I-Yang Huang:
Viruscape: A Microscopic Adventure Game to Guide Conceptual Learning of SARS-CoV-2 Mechanisms. 209-215 - David Thue:
Supporting the Design of Flexible Game Systems. 216-221 - Derek Haqq, Morva Saaty, Jonathan Thomas Rukaj, Saylee Marulkar, Justin Israel, Emily Newton, Rudra Patel, Stephen Tan, D. Scott McCrickard:
Toward a Design Theory of Game-Mediated Social Experiences - A Study of Among Us. 222-227 - Rakesh Patibanda, Xiang Li, Yuzheng Chen, Aryan Saini, Christian N. Hill, Elise van den Hoven, Florian 'Floyd' Mueller:
Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation. 228-235 - Águeda Gómez Cambronero, Sven Casteleyn, Adriana Mira:
Horizon: Resilience - Design of a Serious Game for Ecological Momentary Intervention for Depression. 236-241 - Nancy N. Blackburn, Rogelio E. Cardona-Rivera:
OGrES Welcome! Toward a Systematic Theory for Serious Game Design. 242-248 - Rongqi Bei, Yixuan Li, Xin Tong:
Whack-a-Ball: An Exergame Exploring the Use of a Ball Interface for Facilitating Physical Activities. 249-255 - Passant El Agroudy, Pedram Khoshdani, Tilman Dingler, Geoffrey Ward, Pawel W. Wozniak, Albrecht Schmidt:
Prisoner of Words: Lessons Learnt from Mobile Gamification of Lab Memory Experiments. 256-261 - Melissa J. Rogerson, Joshua Newn, Ronal Singh, Emma Baillie, Michael Papasimeon, Lyndon Benke, Tim Miller:
Observing Multiplayer Boardgame Play at a Distance. 262-267 - Zoe Xiao Fang, Nathan Arthur Semertzidis, Michaela Scary, Xinyi Wang, Josh Andres, Florian 'Floyd' Mueller, Fabio Zambetta:
Telepathic Play: Towards Playful Experiences Based on Brain-to-brain Interfacing. 268-273 - Chao Wang, Pengcheng An:
Explainability via Interactivity? Supporting Nonexperts' Sensemaking of pre-trained CNN by Interacting with Their Daily Surroundings. 274-279
Rapid Communications
- Nina Zhou, Matt Doerner, Lisa Ryan, Christopher Pierse:
AI Coach for Battle Royale Games. 280-286 - Fabian Hemmert, Kaspar Meyer, Torben Brandies, Luisa Ebeling, Max Fiebig, Jana Horst, Alexandra Katsnelson, Lisa Kupferschmidt, Danny Ludwig, Camilo Martins, So Jeong Park, Justus Röhl, Timo Rohden, Carl Siepen:
Perspectives in Play: Printable Board Games that Teach about Foreign Policy. 287-293 - Yoram Chisik, Marie-Monique Schaper, Ferran Altarriba Bertran, Ruxandra Lupu, Laetitia Barbu, Laia Turmo Vidal, Erik Nilsen, Saumya Gupta, Cristina Valero:
Through the Zoom Glass: Drawing Design Inspiration from Mediated Playful Interactions with Food and Child Personas. 294-300 - Mareike Gabele, Virve Tuulia Fischer, Marie Steinbrügge, Denise Thiemke, Steffi Hußlein, Christian Hansen:
Potentials of a web-based gamification guidance for knowledge transfer between research and industry. 301-307 - Léandre Lavoie-Hudon, Daniel Lafond, Katherine Labonté, Sébastien Tremblay:
Cognitive Shadowing for Learning Opponents in a Strategy Game Experiment: Using Machine Learning to Counter Players' Strategies. 308-313 - Barbara Göbl, Suzana Jovicic, Natalie Denk, Simone Kriglstein:
Let's Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports. 314-319 - Irina Paraschivoiu, Josef Buchner, Robert Praxmarer, Thomas Layer-Wagner:
Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News. 320-325
Student Game Design Competition
- Yilin Liu, Yiming Lin, Rongkai Shi, Yiming Luo, Hai-Ning Liang:
RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics. 326-332 - Xiang Li, Xiaohang Tang, Xin Tong, Rakesh Patibanda, Florian 'Floyd' Mueller, Hai-Ning Liang:
Myopic Bike and Say Hi: Games for Empathizing with The Myopic. 333-338 - Emma L. Holliday:
Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic. 339-344 - Minki Hong, YoungJun Choi, Sihun Cha:
"Anyway, ": Two-player Defense Game via Voice Conversation. 345-349 - Yohanna Ishoj-Paris, Ariane Gravel-Villeneuve, Francis Vermette-David, Lissa Dixon-Sequeira, Maxime Dicaire, Maxime Morin-Grandmont, Naomi Jomphe, Nathaelle Fournier, Ophelie Champeau-Fournier, Cassandra Paré, Lee-Anne Savoie, Emma Tremblay, Benny Le, Dany El-Riachi, Nicolás Medina, Alexandra Negru, Nathan Viens, Anton Zhelyeznyy, Yannick Francillette, François-Xavier Dupas, Pierre Tousignant, Guillaume Côté:
AXO: A Video Game That Encourages Recycling to Preteens. 350-355 - Hajun Kim, Eunjin Choi, Byeoli Choi:
Harmonionz, Rescue The Planet: A Voice Visualizing Game that Match Pitch with Color. 356-360 - Book Sadprasid, Ethan Eddy, Aaron Tabor, Erik J. Scheme, Scott Bateman:
Percussion Hero: A Chest Physical Therapy Game for People with Cystic Fibrosis and their Caregivers. 361-367 - Christian Feichtinger, Elias Duda, Florian Buger, Jakob Johann Franz Indra, Anna Maschek, Florian Neugebauer:
Menti's Journey. 368-370
Interactivity
- Yuchen Zhao, Terra Mae Gasque, Ryan J. Winstead, Kevin Tang, Drew J. Busch, Marian Dominguez-Mirazo, Janet H. Murray:
Shopping in a Pandemic: A Persuasive Game for COVID-19. 371-375 - Jesper Juul:
The Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures. 376-381 - Barakura Thierry Tuyishime, Simone Kriglstein:
Rrrring & Play: Using a Rotary Dial Telephone as Game Controller. 382-385
Doctoral Consortium
- Malay Dhamelia:
Characterising Gameplay Experience in Abstract Board Games. 386-387 - Tiernan J. Cahill:
Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response. 388-390 - Gabriella Tisza:
The role of fun in learning. 391-393 - John Dunham:
Location Based Games and the People Who Play Them. 394-396 - Alice M. Lynch:
A human centered approach to logic puzzles. 397-398 - Leya George:
Investigating the Role of Technology in Supporting Exploration of Gender Identity Through Games and Play. 399-400 - Águeda Gómez Cambronero:
A Serious Game to Battle Depression. 401-402 - Nishtha Phutela:
Measuring Stress Appraisal Through Game Based Digital Biomarkers. 403-404 - Blake Kammermann:
Videogame Rewards and Prosocial Behaviour. 405-406 - Solip Park:
Understanding Immigrant/Expatriate Game Developers. 407-408 - Fiona Marguerite Loudoun:
Play, Children, & Being Digital: Exploring Children's Autotelic Play in Digital Spaces. 409-410 - Jeanine Krath:
Gamification for Sustainable Employee Behavior: Extended Abstract for the CHI PLAY 2021 Doctoral Consortium. 411-414
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