yusuke1997/dblp-id-title huggingface dataset:
Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users
Case 429: A Murder Mystery Game for Teaching Bias in Generative AI
Now Wash Your Hands: Understanding Food Legislation Compliance in a Virtual Reality Restaurant Kitchen
LingoTowns: A Virtual World For Natural Language Annotation and Language Learning
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), Austin, Texas, USA, October 16-19, 2016
Towards Understanding the Role of Curiosity in Puzzle Design
Children's Perceptions and Concerns of Online Privacy
The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game
Designing Hybrid Games for Playful Fabrication: Augmentation, Accumulation & Idleness
What Drives People: Creating Engagement Profiles of Players from Game Log Data
DIY game console development
Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
Struggling to Detect Struggle in Students Playing a Science Exploration Game
"After All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games
The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience
Enjoy Watching Japanese Chess Games like Football: an Evaluation Method of Game Positions for Beginners
Illuminate: A Simulation Game to Instill Grounded Hope in Youth for Climate Action
Game or Live Streaming?: Motivation and Social Experience in Live Mobile Quiz Shows
Exploring Gaze and Hand Gestures for Non-Verbal In-Game Communication
Does Helping Hurt?: Aiming Assistance and Skill Development in a First-Person Shooter Game
The Role of Context in Defining Play
Interweaving Narrative and Gameplay to Cultivate Empathy for Anxiety and Depression
Dendrogram Visualization as a Game Design Tool
Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based Games
Evaluation of Handsbusy vs Handsfree Virtual Locomotion
Social Experience in World of Warcraft: Technological and Ideological Mediations
"Let's Play" Communities: Definitions, Evolution, and Economies
Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data Visualization
Variations Between Perceptions of Interpersonal Distance in Virtual Environments for Autism
RogueLibras: A Serious Game to Learn Brazilian Sign Language Vocabulary
Including End-Users in Evaluating and Designing a Game that Supports Child Mental Health
Towards Experiencing Eating as a Form of Play
How to Do Gameful Design
Collaborate, Not Only as a Developer, but also as a PLAYER
Choosing a Side: How do Players Pick a Game when Entering the MOBA Genre?
Playing with strangers: understanding temporary teams in league of legends
Playification: The PhySeEar case
StandByMe: A Gamified Educational Platform to Raise Awareness on Gender-Based Violence
Media Metrics in Esports: The Case of Dota 2
Telepathic Play: Towards Playful Experiences Based on Brain-to-brain Interfacing
Experiment-Driven Development of a GWAP for Marking Segments in Text
Gamified co-design with cooperative learning at school
Playfully learning visual perspective taking skills with sifteo cubes
My Little Robot: User Preferences in Game Agent Customization
LOOk: Exploring the Effect of Game-Play on the Salience Bias
Playful User-Generated Treatment: Expert Perspectives on Opportunities and Design Challenges
The Pantheon of Dream: Playing with emergent and embedded narratives to increase player immersion
Masterclass on Information Visualization for Games Research
An Ant's Life: Storytelling in Virtual Reality
Oui, Chef!!: Supervised Learning for Novel Gameplay with Believable AI
An About Face: Diverse Representation in Games
SNaP 2: The Evolution of a Board Game for Smart Nature Environments
Imperfect Robot Control in a Mixed Reality Game to Teach Hybrid Human-Robot Team Coordination
Fostering Collaboration and Empathy Through Games
Lottery and Sprint: Generate a Board Game with Design Sprint Method on AutoGPT
Plant-based Games for Anxiety Reduction
Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences
Exploring Fantasy Play in MathMythos AR
Can Card Games Be Used to Assess Mild Cognitive Impairment?: A Study of Klondike Solitaire and Cognitive Functions
Feed the Food Monsters!: Helping Co-diners Chew their Food Better with Augmented Reality
Using Games and Play to Foster Collaboration and Innovation in a Cross-Organizational Working Environment
From Inspiration to Action: Connecting Transformational Games to Real-World Action for Wildlife Conservation
Understanding the Social Dividends and Risks for Female Gamers in Online Spaces
"Beam Me 'Round, Scotty!": Studying Asymmetry and Interdependence in a Prototype Cooperative Game
Foot-Based Game Controller to Improve Interaction between Participants
Tokenfication - The potential of non-fungible tokens (NFT) for game development
Guts Game: A Game using Ingestible Sensors
Playful User-Generated Treatment: A Novel Game Design Approach for VR Exposure Therapy
Game idea jam for sport and exertion games
Things I Wish Game Researchers Would Do (Or Do More): A View from an Occasional Scientist and Hardcore Gamer
The Wisdom of the Gaming Crowd
Designing to Split Attention in a Mixed Reality Game
Exploring Apprenticeship Learning for Player Modelling in Interactive Narratives
LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends
Player-Centric Procedural Content Generation: Enhancing Runtime Customization by Integrating Real-Time Player Feedback
HexArcade: Predicting Hexad User Types By Using Gameful Applications
Promoting End-User Security and Privacy Through Serious Game Development
A Community-based Investigation of Competitive Cheating
Playing with the Opposite of Uncanny: Empathic Responses to Learning with a Companion-Technology Robot Dog vs. Real Dog
Campfire Companions : Native Games For Smart TV
Player Choices, Game Endings and the Design of Moral Dilemmas in Games
Problematizing cultural appropriation
Adding Interactivity to BalanSAR: a Spatial Augmented Reality Game for Balancing in Physical Education
Care(full) Play: Rethinking What Makes Play Meaningful
Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games
Designing Card Games for Learning the Pragmatics of a Second Language
Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator
HapticPong: Low Resolution Games for Visual Impaired
Games User Research Methods
The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters
The Untapped Potential of Escape Rooms as Gamified Research Environments
The Case for Usable AI: What Industry Professionals Make of Academic AI in Video Games
Measuring Implicit Science Learning with Networks of Player-Game Interactions
Developing Design Guidelines for Virtual Reality based Decision-Making Training for Team Sports
DanSync: Playful Track Selection through Synchronized Movements
Predictive Physics Simulation in Game Mechanics
Designing Doable and Locally-adapted Action Cards for an Interactive Tabletop Game To Support Bottom-Up Flood Resilience
Self-Efficacy Sydney: An EHWLT for Young Children with Chronic Illness
Disability Interactions in Digital Games: From Accessibility to Inclusion
Investigating Perspectives on Play: The Lenses of Play Tool
Game System based on Mixed-species Bird Flocks: A Science Outreach Approach
Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games Research
Persuasion Invasion: Reducing Bias with Value-Adaptive Instruction
Designing for Virtual Touch: A Real-Time Co-Created Online Art Experience
The Impact of Mass Game Industry Layoffs on the CHI PLAY Community
What Lurks in the Dark: An Audience Participation Horror Game
Design Challenges for Livestreamed Audience Participation Games
The Adventure in Science Museum: AR Game Featuring Anthropomorphized Companion to Enhance Learning Experience in Science Museum
Investigating Game Mechanics that Target Players' Self-Control While Maintaining Engagement
Considerations for (Teaching) Facilitator Roles for Movement-Based Design
Lost & Found: Gaze-based Player Guidance Feedback in Exploration Games
Vertigo as a Design Resource for Bodily Play
Designing for Friendship: Modeling Properties of Play, In-Game Social Capital, and Psychological Well-being
An Educational Game Bringing Awareness to Declining Insect Populations
Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and Carcassonne
Determinants of Human Computation Game Acceptance
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017, Amsterdam, The Netherlands, October 15-18, 2017
Focus Cat: Designing Idle Games to Promote Intermittent Practice and On-Going Adherence of Breathing Exercise for ADHD
Exploring the Behavior of the Player to Change the Course of a Game
PEPA Deck: Bringing Interactivity to Playing Cards
CHI PLAYGUE: A Networking Game of Emergent Sociality
The Importance of Pilot Studies for Gamified Research: Pre-Testing Gamettes to Study Supply Chain Decisions
Plastic Buttons, Complex People: An Ethnomethodology-informed Ethnography of a Video Game Museum
What Could Go Wrong?: Raising Mobile Privacy and Security Awareness Through a Decision-Making Game
"E-WAFE" - A Full Body Embodied Social Exergame
Jelly polo: increasing richness and competition in sports games using small-scale exertion
SoundTrek: A Virtual Reality Audio Perspective-Switching Game
Machine Learning for Personalized Challenges in a Gamified Sustainable Mobility Scenario
HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag Game
Beyond Equilibrium: Utilizing AI Agents in Video Game Economy Balancing
Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities
Intuitive Brain-Computer Interface Control Using Onomatopoeia for an Enhanced Gaming Experience
PowerFall: a voice-controlled collaborative game
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game
Game With A Purpose To Collect Home Audio Data
Flexing Muscles in Virtual Reality: Effects of Avatars' Muscular Appearance on Physical Performance
Potentials of a web-based gamification guidance for knowledge transfer between research and industry
Mitigating Negative Effects of Immersive Virtual Avatars on Racial Bias
Horror Laboratory and Forest Cabin - A Horror Game Series for Desktop Computer, Virtual Reality, and Smart Substitutional Reality
Effects of Manipulating Physiological Feedback in Immersive Virtual Environments
A Framework for Motivating Sketching Practice with Sketch-based Gameplay
At the Intersection of Digital Games, Gender, and Age: A Participant Observational Study with Active Older Women
At-Home Self-Administration of an Immersive Virtual Reality Therapeutic Game for Post-Stroke Upper Limb Rehabilitation
Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game
We Asked 100 People: How Would You Train Our Robot?
Charity Streaming: Why Charity Organizations Use Live Streams for Fundraising
How Self-Esteem Shapes our Interactions with Play Technologies
Percussion Hero: A Chest Physical Therapy Game for People with Cystic Fibrosis and their Caregivers
Towards a Definition of Sportification with Generative Power Beyond Sports
Support Designer-Teacher Collaboration in Educational Game Design Using Learning Science Principles
Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development
CHI PLAY 2014: the bellman: subtle interactions in a linear narrative
Design Patterns for Voice Interaction in Games
Toward Measuring Empathy in Virtual Reality
Playing at Planning: Game Design Patterns from Disaster Response Practice
Serious Storytelling in Virtual Reality: The Role of Digital Narrative to Trigger Mediated Presence and Behavioral Responses
Towards Co-creative Interdisciplinary Exergame Design Processes: A Theory-Based Approach of a VR-Exergame Fall Prevention Training
Education, Entertainment, and Engagement in Museums in the Digital Age
Gamifying UX Research at Scale
Facilitative Agents with Deliberate Handicaps in Traditional Competitive Games for Improved Playability
CollectiAR: Computer Vision-Based Word Hunt for Children with Dyslexia
Location Based Games and the People Who Play Them
Virtual Patientization: A Playable Design for Clinical Ultrasound Training by Embedding Virtual Lesions
States of Mind, Body, and Planet: Improving the Human Condition through Virtual Experiences
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny"
Forest-Robot-Stormin': Exploring Play for Eliciting More-than-Human (MtH) Forest-Robot Interactions
Towards Understanding the Importance of Co-Located Gameplay
Toward Human in the Loop Optimization Through Game-Based Experiments
Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher
Exploring Opportunities for Scalable Outcomes of Co-design Activities with Marginalised Groups of Children
Quantifying Individual Differences, Skill Development, and Fatigue Effects in Small-Scale Exertion Interfaces
Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024
Toxic Behaviors in Team-Based Competitive Gaming: The Case of League of Legends
the Quest: An Escape Room Inspired Interactive Museum Exhibition
PingPonGPT: Write Your Next Paper while Playing Table Tennis with the Help of AI
The Emotional Landscape of League of Legends: A Gendered Analysis
Exploring the Design of Playful Devices for Surfing
Brains & Brawn: A Strategy Card Game for Muscle-Strengthening Exercises
Have a Break: Raising the Self-Awareness of Gamers About Long Gaming Sessions Using an Ambient Tangible Device
Supporting the Design of Flexible Game Systems
Leveraging Games to Foster Empathy toward Refugees
Using Applied Games to Engage mHealth Users: A Case Study of MindMax
Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go
Playing Towards Wisdom: Exploring Personal Growth through Video Games
"Absolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging Task
'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player Performance
Adage: an open API for data collection in educational games
crea.blender: A Neural Network-Based Image Generation Game to Assess Creativity
Technology, Movement, and Play Is Hampering and Boosting Interactive Play
Towards Trail-Aware Digital Content Creation Tools
Gingerman challenge: a persuasive game for promoting adequate sunlight exposure for office workers
Past, Present, Future of Meaningful Play: Building and Bridging Communities Through Games Research and Design
Using Exergames to Train Patients with Dementia to Accomplish Daily Routines
The Development of "Orbit": The Collaborative BCI Game for Children with AD(H)D
Adaptive Engagement of Older Adults' Fitness through Gamification
Curioscape: A Curiosity-driven Escape Room Board Game
ACMGVR: Architecturally Consistent Mazes for Games in Virtual Reality
The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence
Workshop on Understanding and Combating the Problematic Side of Play
Exploring Human: eBike Interaction to Support Rider Autonomy
The Effects of Delay on Game Actions: Moving Target Selection with a Mouse
Player Types and Achievements - Using Adaptive Game Design to Foster Intrinsic Motivation
Towards the Design of Playful Water Experiences using Interactive Technology
Exploring the Playfulness of Tools for Co-Designing Smart Connected Devices: A Case Study with Blind and Visually Impaired Students
Cognitive Rehabilitation Potential of a Driving Simulation Game for BrainInjury: A Pilot Study
EyePlay: applications for gaze in games
A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training Games
RedWire: a novel way to create and re-mix games
Beyond Competitive Gaming: How Casual Players Evaluate and Respond to Teammate Performance
Memeopoly: An AI-Powered Physical Board Game Interface for Tangible Play and Learning Art and Design
Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion
Towards Designing Technology for Classroom Role-Play
Extending the Impact of Digital Games by Supporting Analogical Reasoning
Herbert: a motion-controlled mobile game
Toward a Cognitive Processing Theory of Player's Experience of Computer Mediated Environments
To Save or To Sacrifice?: Understanding Meaningful Choices in Games
From Front-End to Back-End and Everything In-Between: Work Practice in Game Development
A Framework to Infer Player Experience and Inform Customized Content Generation in Gameful Systems
The Development of a Methodology for Gamifying Surveys
Not Very Effective: Validity Issues of the Effectance in Games Scale
Exploring the Effects of Gaze Awareness on Multiplayer Gameplay
Games and AI Panel: Current State, Risks, and Future Trajectories
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015, London, United Kingdom, October 5-7, 2015
Explainability via Interactivity? Supporting Nonexperts' Sensemaking of pre-trained CNN by Interacting with Their Daily Surroundings
Mobile and Sensor Integration for Increased Interactivity and Expandability in Mobile Gaming and Virtual Instruments
Dragon Tale - A Serious Game for Learning Japanese Kanji
The Ocean Game: Assessing Children's Engagement and Learning in a Museum Setting Using a Treasure-Hunt Game
Shroom Cards: Playful Exploration of Human Positionalities for More-than-Human Design
Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency
"Jump, Stop, Jump Again": Exploring AI-Supported Physical Activity Play at Home with Parents and Children
SnackBreaker: A Game Promoting Healthy Choice of Snack Foods
Acceptance of a Neuropaediatric Exergame Rehabilitation System with Severe Cerebral Palsy
Combatting Toxicity: Early Designs of an Intelligent In-Game Intervention System for Verbal Harassment
Identifying User Types in Gamified Learning Management Systems Based on Behavior Data
Focus: A Detective Game about Cognitive Distortions
The Role of Generative AI in Games Research
Interdisciplinary Game Development: Situating the Professional Expertise and Skill-Building among Danish Game Workers
A Game Design Approach to Failure to Enhance Learning Games
Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive Experience
Through the Zoom Glass: Drawing Design Inspiration from Mediated Playful Interactions with Food and Child Personas
Playful Technology-Mediated Audience Participation in a Live Music Event
Placeholder Content in Game Development: Benefits and Challenges
Oldie is Goodie: Effective User Retention by In-game Promotion Event Analysis
Towards an Objective Measure of Presence: Examining Startle Reflexes in a Commercial Virtual Reality Game
Play with your Food: Enjoyable Meals, Eatable Games
Unpacking the Audio Game Experience: Lessons Learned from Game Veterans
Super Synthesis Pros., or Why CHI PLAY Needs Research Synthesis
A theory of game mechanic signaling for interface design
Towards balancing learner autonomy and pedagogical process in educational games
Gamification Strategies as Socialization Tools in the Context of Pediatric Hospitalization
Developing iconic and semi-iconic game controllers
Project Hindsight: Seamless Interactive Film For Virtual Reality
Mute, Block, Punish, Reward? A Call to Shift the Research Focus From Concealing Toxicity in Games to Promoting Genuine Positive Behavior
Playful Participatory Approaches with Educators Facilitating Environmental Awareness
LEVI: Exploring Possibilities for an Adaptive Board Game System
Enhancing Children Spatial Skills with Augmented Reality Serious Games
Large-Scale Analysis of Visualization Options in a Citizen Science Game
Developing a Platform for Community-curated Mixed Reality Play Spaces
Improving Relationships between Parents and Children in Shopping Malls by Using a Digital Treasure Hunting Game
Characterizing and Modeling the Effects of Local Latency on Game Performance and Experience
EyePlay Revisited: Past, Present and Future Challenges for Eye-Based Interaction in Games
Towards Deep Player Behavior Models in MMORPGs
The Artist, Astronaut, and Avatar in Space Exploration
Game-based Assessment of Psycho-acoustic Thresholds: Not All Games Are Equal!
EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden
The Guts Game: Towards Designing Ingestible Games
Effect Of Platform Type on Player Gaming Experience: An Investigation of Brain Games for Cognitive Performance Enhancement in Healthy Older Adults
Frustration Buddy: Using An Interactive Stress Ball To Control Frustration In Online Games
KeynVision: Exploring Piano Pedagogy in Mixed Reality
A Grounded Analysis of Player-Described Board Game Immersion
Observing Multiplayer Boardgame Play at a Distance
Save the Yummy Candyland: An Asymmetric Virtual Reality Game
Examining the Impact Narrative Interactivity Has on Fostering Identity Formation in an Educational Game
Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer Online Games
Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From Games
Effective Industry Research Partnership
How Multidisciplinary is Gamification Research?: Results from a Scoping Review
HyperCubes: A Playful Introduction to Computational Thinking in Augmented Reality
SIGCHI Extended Abstract: The Frog's Princess Interactive Storybook
Toward a Taxonomy of Inventory Systems for Virtual Reality Games
Using HTC Vive and TouchDesigner to Projection-Map Moving Objects in 3D Space: A Playful Participatory Artwork
The Gamer Motivation Profile: What We Learned From 250, 000 Gamers
Evaluating the GameFlow Model with Different Stakeholders
Using Data to Empower Asynchronous Communities in Instructionist Game-Based Learning
HCI Lessons From PlayStation VR
Demonstrating Emotion Sharing and Augmentation in Cooperative Virtual Reality Games
Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming
Implementation and Evaluation of Accessible Caption System in Universal Puppetry: A Case Study on Hearing Impaired Children at the Elementary School of Deaf
Gaming the Name: Player Strategies for Adapting to Name Constraints in Online Videogames
Deceptively Intimate: The Threat of Romantic Mechanics in Video Games
Representation and Frequency of Player Choice in Player-Oriented Dynamic Difficulty Adjustment Systems
Requirements and Game Ideas for Social Interaction in Mobile Outdoor Games
A human centered approach to logic puzzles
MOBA as a Stage: Explaining Purchase Behavior through different Strategies of Self-Presentation
The trial of galileo: a game of motion graphs
Automated Evaluation of Game Experience based on Game Dynamics and Motives for Play
When Play Gets Serious: Can a game-based mobile application serve as an intervention for preventing intimate partner violence among emerging adults?
VR4VRT: Virtual Reality for Virtual Rowing Training
Archipelago: A Cyclical Adventure Game
Design Expertise in Gaming and Interactive Entertainment Industry Practices
Age-Based Preferences and Player Experience: A Crowdsourced Cross-sectional Study
Player Characteristics and Video Game Preferences
Blood and Violence: Exploring the Impact of Gore in Violent Video Games
Visualizations for Retrospective Analysis of Battles in Team-based Combat Games: A User Study
DHH People in Co-located Collaborative Multiplayer AR Environments
Light Up Fireflies: Towards Understanding the Design of Interpersonal Bodily Intertwinement in Bodily Play