yusuke1997/dblp-id-title huggingface dataset:
AI Coach for Battle Royale Games
How to do User Experience Research in Games
Duet: VR Pair Dancing with Partner Movement Manipulation
The Spaces Between: Using Play to Situate the Social and the Technical in a Single Space
Immaculacy: a game of privacy
Playing Unbound: Towards a Radically Intersectional HCI
Those are not the Stories you are Looking For: Using Text Prototypes to Evaluate Game Narratives Early
Intuitive Interaction with Motion Controls in a Tennis Video Game
Characterising Gameplay Experience in Abstract Board Games
The Enemy Within: Designing a Cell-Based Gameplay System for Cancer Education
Here's Looking At You Anyway!: How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games?
Blending Science and Practice: A Collaborative Approach for Evaluating the Value of Heart Rate Measurement
Co-Designing Social Gaming Experiences for Hospitalized Children
Dodging stress with a personalized biofeedback game
JediFlight: Design and Evaluation of Wing-Based Flying Experience in Virtual Reality
Playing Esker Formations: Additive Games with a 3D Printer
Validity and Player Experience of a Mobile Game for German Dyslexic Children
Investigating the Influence of Game Elements in Civic Engagement
Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children
The Transmutation of Perception: Research of Attention and Visual Guidance in Virtual Reality Context
Game Player Response Times versus Task Dexterity and Decision Complexity
The edge of glory: the relationship between metacritic scores and player experience
A Serious Game to Battle Depression
The Sea Is a Sky: Towards a Poetry of Motion
Stage & Play: Using Game Technologies in the Context of Digitally-mediated Theater Performances
The Ludic Potentials of Player Data
Towards Understanding the Impact of AI-Generated Visual and Vocal Self-Similarity on Avatar Identification, Motivation, and Engagement in Educational Games
Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents
Modeling Individual and Team Behavior through Spatio-temporal Analysis
Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric Multiplayer Virtual Reality Game
Walt Disney Imagineering: Decades of Innovation and Play
Uncovering the Influence of Game Components on Creativity
Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play Activities
HoleyMoley: A Cognitive Assessment for Emotion Recognition in Virtual Reality
Player Types and Player Behaviors: Analyzing Correlations in an On-the-field Gamified System
Exploring the Potential of Game Audio for Wellbeing
Spectator LF Streamer: Facilitating Better Stream Discovery through Spectator Motivations and Stream Affordances
Creating Accessible Player Experiences in Digital Games
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
MeteorQuest - Bringing Families Together Through Proxemics Play In A Mobile Social Game
Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch
Exploration of Player Emotions, Behaviours, and Individual Differences across Game Difficulty Levels in a Turn-Based Strategy Game
SpielRaum: Perspectives for Collaborative Play
Refresher Training through Digital and Physical, Card-Based Game for Accredited Social Health Activists (ASHAs) and Anganwadi Workers (AWWs) in India
2084 - Safe New World: Designing Ubiquitous Interactions
Masterclass: Rethinking Self-Determination Theory in Player-Computer Interaction
Towards a Coming Together of Transhumanism and Play
Exploring Emotional Attachment to Game Characters
Designing Games for Vision Screening: Lessons Learned from Observing Preschool Video Game Play
Gastronomy Meets Ludology: Towards a Definition of What it Means to Play with Your (Digital) Food
A model of game design activity: new perspectives on creativity and innovation
Crowd-Pleaser: Player Perspectives of Multiplayer Dynamic Difficulty Adjustment in Video Games
Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations
Exploring the Influence of Avatar Skin Tone in VR Educational Games
Modeling Serious Games Design towards Engaging Children with Special Needs in Therapy
JumpGym: Exploring the Impact of a Jumping Exergame for Waiting Areas
Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools
Characterizing the Coordinating Behaviors in a Three vs. One Ball Possession Game using Gaze Interaction
Predicting Game Difficulty and Churn Without Players
Social Support in eSports: Building Emotional and Esteem Support from Instrumental Support Interactions in a Highly Competitive Environment
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020
Super Trouper: The Playful Potential of Interactive Circus Training
Cashflow Tracing: Detecting Online game bots leveraging financial analysis with Recurrent Neural Networks
Sustainable Planet - Mission Preserve: A Serious Game for Solid Waste Management Awareness
Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game Design
Enabling Critical Self-Reflection through Roleplay with Chimeria: Grayscale
Get off the Couch: An Approach to Utilize Sedentary Commercial Games as Exergames
Unveiling Shadow Markets: A Scalable Anomaly Detection Framework for Gold Farming and RMT in MMORPG Player-Driven Markets
The Convergence of Player Experience Questionnaires
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2016, Austin, TX, USA, October 16 - 19, 2016
Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games
Exploring the effect of achievements on students attending university orientation
Gaze-Supported Gaming: MAGIC Techniques for First Person Shooters
The Rhythm's Going to Get You: Music's Effects on Gameplay and Experience
Investigating the Usability, User Experiences, and Usefulness of Digital Game-based Exercises for Elderly People: A Case Study of Finland
Life Tree: Understanding the Design of Breathing Exercise Games
Leveling Up Leadership: Emerging Voices and Evolving Practices in the Games & Play Community
IRC quest: using the commons dilemma to support a single-screen game for hundreds of players
Transforming Walden: From Literature to Game; Indie to Art; and Console to Education
A Framework Supporting Selecting Space to Make Place in Spatial Mixed Reality Play
Mining for Gold (and Platinum): PlayStation Network Data Mining
The Winner Gives It All': Preliminary Results on The Role of Game Outcome on the Effectiveness of a Game for Change
The Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018, Melbourne, VIC, Australia, October 28-31, 2018
Initial Design Implications for Early Algebra Games
AI or Nay-I? Making Moral Complexity More Accessible
Prisoner of Words: Lessons Learnt from Mobile Gamification of Lab Memory Experiments
Generation: A Novel Fabrication Game for Simulating Evolution and Natural Selection
Augmenting Co-Located Social Play with Biofeedback: An Interactional Approach
Euphonia: Reflecting on the Design of an AI-Powered Voice-Controlled Narrative Game
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2
Penguin Peril: The Fun of Queuing Up!
Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games
Enhancing Literary Understanding in Secondary Education through Role Playing Games
AR Fighter: Using HMDs to create Vertigo Play Experiences
ClueMeIn: Enhancing the ESP Game to Obtain More Specific Image Labels
NightmareBreaker: A VR Therapeutic Adventure Game for Adolescent Night Fear Management Using Breathing-Based Interactions and CBT
NUDGE - NUtritional, Digital Games in Enable
Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR
The Player is Chewing the Tablet!: Towards a Systematic Analysis of User Behavior in Animal-Computer Interaction
Play Technology with 3-5-Year Old Children in a Hospital Setting
BirdQuestVR: A Cross-Platform Asymmetric Communication Game
Understanding expectations with multiple controllers in an augmented reality videogame
Enhancing Empathy Through Personalized AI-Driven Experiences and Conversations with Digital Humans in Video Games
Decreasing sedentary behaviours in pre-adolescents using casual exergames at school
Shynosaurs: a game of attention dilemma
Gamification Research: A 50-years Retrospective from PBLs Towards Conscious Evolution
VRmove: Design Framework for Balancing Enjoyment, Movement and Exertion in VR Games
Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect
Remembrance: Making Player Character's Inner World Playable
Towards a Framework of Playfulness in the Museum: Visitors, Interactive Exhibits, and Playful Experiences
Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition Research
Interactive Narratives in Games: Understanding Player Agency and Experience
Gamified children universities: an exploratory study
Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching
Exploring Player Experience in Adaptive Exergames to Support Visual-Motor Coordination Skills
Instructional objectives to core-gameplay: a serious game design technique
Alzheimer's Eyes Challenge: The Gamification of Empathy Machines
Playful Human-Food Interaction Research: State of the Art and Future Directions
A bottom-up method for developing a trait-based model of player behavior
Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable Energy
WORLD4: Designing Ambiguity for First-Person Exploration Games
Peer Feedback Processes in the Game Industry
Scientific Heroes: Multiplayer Online Battle Arenas Foster Players' Hypothetico-Deductive Reasoning
Towards Automatic Flow Experience Identification in Educational Systems: A Human-computer Interaction Approach
Accessible Play: Towards Designing a Framework for Customizable Accessibility in Games
Tag and seek: a location-based game in Tainan City
Collaborative Solving in a Human Computing Game Using a Market, Skills and Challenges
Grinding to a Halt: The Effects of Long Play Sessions on Player Performance in Video Games
CodyColor: Design of a Massively Multiplayer Online Game to Develop Computational Thinking Skills
The Singing Carrot: Designing Playful Experiences with Food Sounds
Beyond designing for motivation: the importance of context in gamification
Radiogenesis: Designing a Serious Game for Radiation Safety Education Through the Integration of the Design-Play-Experience Framework and Social Cognitive Theory
Natural mapping and intuitive interaction in videogames
HaptiGames - Personally Fabricated for Visual Impaired
Sequential Analysis of Player Behavior
PLEX as input and evaluation tool in persuasive game design: pilot study
Investigating Player Experience in Virtual Reality Games via Remote Experimentation
Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game
Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games
The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits
"Generic Shooter 3000": a realistic first person shooter powered by biofeedback
Equilibrium: A Story About Depression
Let's Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports
Designing for Perspective Challenging Moments in Games
User Guided Movement Analysis in Games using Semantic Trajectories
Taking the 'A' Out of 'AR': Play Based Low Fidelity Contextual Prototyping of Mobile Augmented Reality
In Visible Climate Change: Exploring Immersive Data Visualisation to Promote Climate Change Awareness in a VR Game
Towards tangible gamified co-design at school: two studies in primary schools
Making Play Work 4D
Housie: A Multiplayer Game for Cybersecurity Training and Evaluation
TF-CBT triangle of life: a game to help with cognitive behavioral therapy
Understanding difficulty, your brain and challenge
Little Newton: an educational physics game
Agents and Avatars: Event based analysis of competitive differences
Memory Must Not Be Lost: "Progetto Ustica" and Civically-Engaged Games
Whack-a-Ball: An Exergame Exploring the Use of a Ball Interface for Facilitating Physical Activities
A Comparison of Automatic versus Manual World Alteration for Network Game Latency Compensation
Towards Understanding the Design of Playful Gustosonic Experiences with Ice Cream
Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach
Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community
Recognizing Emotional Expression in Game Streams
Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition
Entanglion: A Board Game for Teaching the Principles of Quantum Computing
Up to the Finger Tip: The Effect of Avatars on Mid-Air Pointing Accuracy in Virtual Reality
Mapping Controls on a 2D User Drawn Racetracks Driving Game - An Usability Assessment
Engaged by boos and cheers: the effect of co-located game audiences on social player experience
Informing a BDI Player Model for an Interactive Narrative
WORD BLASTOFF: a physics word game for iOS
Engines of play: how player motivation changes over time
Nonna's Feast: Using Game Design Practice for Knowledge Transmission in Small Teams
Beyond Motivation and Memorization: Fostering Scientific Inquiry with Games
Your Own Worst Enemy: Implications of the Customization, and Destruction, of Non-Player Characters
Using a Disjoint Skill Model for Game and Task Difficulty in Human Computation Games
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019, Barcelona, Spain, October 22-25, 2019
Socially Distanced Games: Exploring the Future Opportunities of Remote Play
Evaluation of recording methods for user test sessions on mobile devices
"The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects
MathBuilder: A Collaborative AR Math Game for Elementary School Students
Plusminus: Augmenting Physics to Promote Emergent Gameplay
CookT: A Fast-Paced Collaborative Cooking Game with Interactive Objects
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19 - 22, 2014
Understanding Player Patterns by Combining Knowledge-Based Data Abstraction with Interactive Visualization
Design guidelines for audio-based game features
Potential and Limitations of Playful Technology to Support Infant Feeding
Measuring Stress Appraisal Through Game Based Digital Biomarkers
Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms
Exploring the Impact of Role Model Avatars on Game Experience in Educational Games
Manipulating Player Performance via Music Tempo in Tetris
SmartBar: Refining a Capacitive-Enabled Spacebar for Gamers
ASPECT sinking and floating: an interactive playable simulation for teaching buoyancy concepts
Understanding Dangerous Play: A Grounded Theory Analysis of High-Performance Drone Racing Crashes
Learning curves: analysing pace and challenge in four successful puzzle games
Menti's Journey
Supporting Creative Confidence in a Musical Composition Workshop: Sound of Colour
The Effect of Game Tutorial: A Comparison Between Casual and Hardcore Gamers
Square peg, round hole: A case study on using Visual Question & Answering in Games
A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress
StreetGamez: A Moving Projector Platform for Projected Street Games
Torchless: Asymmetry in a Shared Screen Dungeon Crawler
Plant Play
Ludic Reenactment in Queer Game: Queer Affect and Queer Histories
Agonistic Games: Multiperspective and Unsettling Games for a Social Change
Measuring Fun with Adolescents: Introducing the Spanish and Dutch Adaptation of the FunQ
Playing Together while Apart: Exploring Asymmetric and Interdependent Games for Remote Play
Super Starfish Mania: Fish for Friends
Towards an Open Standard for Gameplay Metrics
Exploring AR Experience with Thermojelly: a Competitive AR Board-game with Tangible Interfaces
Blind Running: Perceptual Team Interdependency for Self-less Play
Because the Night - Immersive Theatre for Digital Audiences: : Mapping the affordances of immersive theatre to digital interactions using game engines
Designing Failure and Feedback within Puzzles
Using Open Game Data to Understand Game-Based Learning
Day 'n' Nite: Investigating the Effects of Day and Night Time in the Real World and Game Worlds on Cognitive Performance
You; the Observer, Partaker or Victim. Delineating Three Perspectives to Empathic Engagement in Persuasive Games using Immersive Technologies
Player Matching for Social Exergame Retention: A Group Personality Composition Approach
Synthetic perception for intelligent virtual agents
Towards Computer-Aided Imagery in Sport and Exercise
Understanding Engagement within the Context of a Safety Critical Game
iNNk: A Multi-Player Game to Deceive a Neural Network
Affective Game Planning for Playing the Pain: An Experimental Framework for Testing the Analgesic Efficacy of Market-place Mobile Games
C.A.L.Y.P.S.O.: Designing Gameplay Features for Improving Player's Cybersecurity Self-Efficacy
Playtesting with a Purpose
Designing Mobile-based Jigsaw Puzzles for Collocated Groups
Including Non-Users and Public Perception in Future Gamification Research
Science and Gamification: The Odd Couple?
Bubble Breather - A Breathing Exercise Game to Support Pneumonia Rehabilitation and Recovery
Journey: A Game on Positive Affect
Positive Gaming: Workshop on Gamification and Games for Wellbeing
From Classes to Mechanics: Player Type Driven Persuasive Game Development
Towards a Taxonomy of Social VR Application Design
MOFA The Ghost: Demonstrating an Asymmetrical Social Exertion Game in Spontaneous Collocated Mixed Reality
Effects of Social Behaviours in Online Video Games on Team Trust
The Cost of Reward: A Critical Reflection on the 'What', 'How', and 'Why' of Gamification for Motivation in Sports
Game Design Concepts: A Tertiary Literature Review
Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games
Video-Game Retrospective Effect: How Playing Remakes Alters Experience Evaluations for Original Works
WearLove: Affective Communication via Wearable Device with Gamification
Promoting Player Empathy for People Living with Poverty
Controlling Your Voice in a Shouting Match: A Preliminary Study on Fostering Self-Moderation among Gamers through Embodied Play
Self-Transforming Controllers for Virtual Reality First Person Shooters
Conceptualizing Embodied Pedagogical Mediation (EPM): The Plávana Project, A Choreographer's Toolkit
Assessing Implicit Computational Thinking in Zoombinis Gameplay: Pizza Pass, Fleens & Bubblewonder Abyss
Delivering Existential Concerns: Death Stranding as the Most Existential Game We Have (So Far)
Attributes of Ingress Gaming Locations Contributing to Players' Place Attachment
Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation
OGrES Welcome! Toward a Systematic Theory for Serious Game Design
The Impact of Agency and Familiarity in Cooperative Multiplayer Games
A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, Companion Extended Abstracts, CHI PLAY 2016, Austin, TX, USA, October 16 - 19, 2016
Games Made Elsewhere, Harms Felt Here: A Speculative Perspective of Deceptive Design Impact from the Global South
Playing With Sound Beings: A Sonic Playfield
Multi-Person Interaction: Enhancing Practices for Interactive Group Participation
Pinball for the Visually Impaired - an Audio Spatialization and Sonification Mobile Game
Can Children Emulate a Robotic Non-Player Character's Figural Creativity?
Augmented Tabletop Games Workshop
Social Interaction in Spatial Augmented Exertion Interfaces
Climate Change at Your Doorstep: An Experiment Using a Digital Game and Distance Framing
Children's Evaluations of a System Supporting Observation of Anatomies and Behaviors of Animals in Zoos
"It's All in the Game" A board game to facilitate disease-related conversations between children with a chronic disease and their peers
PHISHY - A Serious Game to Train Enterprise Users on Phishing Awareness
The Appeal of MOBA Games: What Makes People Start, Stay, and Stop
Daydream: A Healing Game for Mitigating Quarantine-induced Negative Emotions with Music Adventure
Arcade+: A Platform for Public Deployment and Evaluation of Multi-Modal Games
Self-Determination Theory - I Choose You!: The Limitations of Viewing Motivation in HCI Research Through the Lens of a Single Theory
GravField: Towards Designing an Inter-bodily Live-Coding Performance System within Collocated Mixed Reality Field
UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data
Legoons: Inflatable Construction Kit for Children
Paintings in the Age of VR Reproductions: Examining the Design of Virtual Reality Galleries
Screen ecologies, multi-gaming and designing for different registers of engagement
Exploring Gaze Interaction Design in Games: Playing with Vision
Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Barcelona, Spain, October 22-25, 2019
Gamification for Sustainable Employee Behavior: Extended Abstract for the CHI PLAY 2021 Doctoral Consortium
Toward Live Streamed Improvisational Game Experiences
Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice
Angle Jungle: An Educational Game about Angles
Exploring the Pace of an Endless Runner Game in Stationary and Mobile Settings
A Frank Conversation about the "F" Word
The Effects of Context-Sensitive Tutorials in Virtual Reality Games
The Potentials of Gamification to Motivate Older Adults to Participate in a P2P Support Exchange Platform
Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game
Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival Game
RelicVR: A Virtual Reality Game for Active Exploration of Archaeological Relics
Using play as a lens to bridge the physical with the digital
Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
Game Level Design to Evoke Spatial Exploration: The Influence of a Secondary Task
Squeezer - A Tool for Designing Juicy Effects
Error 409: The Portable Phygital Game Based on Binary to Decimal Number Conversion
Tracer: A Forensic Framework for Detecting Fraudulent Speedruns from Game Replays
Mindfulness Techniques Taught Through Game Mechanics
Emotion-based Dynamic Difficulty Adjustment Using Parameterized Difficulty and Self-Reports of Emotion
Player Identity Dissonance and Voice Interaction in Games
Children's Interaction with Motion-Based Touchless Games: Kinecting Effectiveness and Efficiency
Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation
Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective
The Social Engineer: An Immersive Virtual Reality Educational Game to Raise Social Engineering Awareness
Evaluating Real-Time Gaze Representations to Infer Intentions in Competitive Turn-Based Strategy Games
Racetime: Telepresence Racing Game with Multi-user Participation
Meaning-Making in Indie Games: The Intersection of Narrative and Interactivity in Non-Traditional Videogames
The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training