yusuke1997/dblp-id-title huggingface dataset:
Viruscape: A Microscopic Adventure Game to Guide Conceptual Learning of SARS-CoV-2 Mechanisms
ShuttleKicker+: Designing Gamified Sonification to Augment the Physical Leisure Activity
Lenses of Motivational Design for mHealth
Hearing the Bullseye: An Auditory-Cued Archery Exergame for the Visually Impaired and Their Sighted Family and Friends
Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies
JumpAR - Augmented Reality Platformer
Sex, Lies and Videogames: Why Videogames Still Struggle to Overcome Moral Panic
Interaction Design of Full-Body Interactive Play Experiences for Children with Autism
Do Field Dependence-Independence Differences of Game Players Affect Performance and Behaviour in Cultural Heritage Games?
Understanding the Design of Playful Experiences Around Ingestible Sensors
"Dinner is ready!": Virtual Reality Assisted Training for Chronic Pain Rehabilitation
First Interdisciplinary Workshop for Human-Computer Narrative Interactions (HCNI)
The Value of Rewards: Exploring World of Warcraft for Gamification Design
Research through Design (or Tokens, Trinkets and other Transitional Things)
Detoxing Online Games
Interactive Soft Toys for Infants and Toddlers - Design Recommendations for Age-appropriate Play
Sharing Multi-User VR Spaces
More Than Just Gameplay: Making a Case for "Let's Plays" in Education
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft
Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization
Generating Consistent Game Levels
The Spheres of Player Motivation: Understanding Players of Digital Games
ASPECT: sinking and floating haptics for elementary school students
VR Animals: Surreal Body Ownership in Virtual Reality Games
Play, Children, & Being Digital: Exploring Children's Autotelic Play in Digital Spaces
Drag 'n' Hear: Creating, Playing, and Understanding Audio Games Online
The Player Experience Inventory Bench: Providing Games User Researchers Actionable Insight into Player Experiences
ASHIATO: Advanced System to Enable Human to Play Interactively with Animated Tokens
SHAPIO: Shape I/O Controller for Video Games
Designing for Engagement: Cozy Gaming for Long Term Goals
The Good Dev: A Reflective Game to Provoke Behavior Change About Deceptive Patterns in Digital Games
CLEVER: Gamification and Enterprise Knowledge Learning
Infinite Walking in Three Dimensions in Virtual Reality: A Shopping Mall Simulator Game
Cognitive Shadowing for Learning Opponents in a Strategy Game Experiment: Using Machine Learning to Counter Players' Strategies
Playing Support: Social Connectedness Amongst Male Videogame Players
Modata - Improving Dota 2 Experience and Spectatorship through Tangible Gameplay Visualization
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020 - Companion Volume / Extended Abstracts
RE-PROVO: An Evaluation of Gamification in a Law Enforcement Organization
Cool Little Playable Things: Supporting Transformational Games Outside Formal Contexts
Balancing Video Games: A Player-Driven Instrument
Social Gaze in Minimalist Games
Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience
An Analysis of Longitudinal Trends in Consumer Thoughts on Presence and Simulator Sickness in VR Games
"Better Dead than a Damsel": Gender Representation and Player Churn
The Pig City
Stackable Music: A Marker-Based Augmented Reality Music Synthesis Game
Ranking Practices and Distinction in League of Legends
Space Oddity: A Demonstration of the Self-Efficacy Game Elements Framework
GRAB : Griefing Recognition via Anomaly Behavior detection
Matsya: A Cultural Game of Flow and Balance
A Framework and Taxonomy of Videogame Playing Preferences
Target: Zero Drift: Minimizing Spatial Drift in VR Optical Tracking Systems such as Oculus Insight
Storycrafting With Constraints: Sámi Storytelling and Generative AI Workflows
Intangle: exploring interpersonal bodily interactions through sharing controllers
Stimulate to Calm: Exploring EMS-Based Breathing Control for Emotion Regulation in Games
The Importance of Social Relations for Well-Being Change in Old Age - Do Game Preferences Change As Well?
Dungeon Digger: Apprenticeship Learning for Procedural Dungeon Building Agents
Playful Interactions in Public
wanted : guild, depicting hardcore gaming culture in virtual reality
A Dataset to Investigate First-Person Shooter Players
Galaxy Escape: A Game as a Tabletop Holographic Digital Twin Interface
Gamification in Assignments: Using Dynamic Difficulty Adjustment and Learning Analytics to Enhance Education
CupHunt: Gamification of Social Interaction
Using Q-Learning for Sequencing Level Difficulties in a Citizen Science Matching Game
Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing
FitBird: Improving Free-weight Training Experience using Wearable Sensors for Game Control
Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game
Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications
User Reviews of Gamepad Controllers: A Source of User Requirements and User Experience
Heuristic Evaluation for Gameful Design
NapQuest: A Gamified Mobile App to Promote Power Napping Among University Students
13 Game Lenses for Designing Diverse Interactive Jogging Systems
"NEXT!": An Interactive Exploration of Familial Duty and Personal Desires through Computer Vision-Powered Gameplay
Game & Watch: Are "Let's Play" Gaming Videos as Immersive as Playing Games?
Towards Smart Sports Exercises: First Designs
Adapting Gameplay to Eye Movements - An Exploration with TETRIS
Tool Design Jam: Designing tools for Games User Research
Co-smonauts in Retrospect: The Game Design Process of an Intergenerational Co-located Collaborative Game
From Augmented Reality Location-based Games To the Real-world Metaverse
Arm-A-Dine: Towards Understanding the Design of Playful Embodied Eating Experiences
Emotion Sharing and Augmentation in Cooperative Virtual Reality Games
ZenSketch: A Sketch-based Game For Improving Line Work
Dive In! Computer World Action: A Platform Game for Secondary School Students to Learn Boolean Operations in Computer Science
Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement
Designing for Digital Hybridisation of Theatre
Who Purchases and Why?: Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite
All the Feels: Introducing Biometric Data to Online Gameplay Streams
The Influence of Virtual Agents on Player Experience and Performance
Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation
Leveraging Asymmetries in Multiplayer Games: Investigating Design Elements of Interdependent Play
"Where's Pinky?": The Effects of a Reduced Number of Fingers in Virtual Reality
Considering Diversity in Collaborative Video Game Design Work
Reward Systems in Human Computation Games
ANIM3: ANIMated ANIMals as A Numbing Immersive Mechanic
Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness
The Sugargotchi: An Embodied Digital Pet to Raise Children's Awareness of their Dental Health and Free Sugar Consumption
Analysis of Popularity of Game Mods: A Case Study
Good vs. Evil: Investigating the Effect of Game Premise in a Smart Home Security Educational Game
Conceptual Learning of Electric and Electronic Circuits With Gamification
A conversation with Rhianna Pratchett on Storytelling for Games
Heuristic Guidelines for Playful Wearable Augmented Reality Applications
Playing with emotions: sentiment design for public space
Levelling Up the Literature: How Games Can Inspire Academic Reporting
Relating gaming habits with student performance in a gamified learning experience
The Humming Box: AI-powered Tangible Music Toy for Children
Evaluating Display Modalities Using a Mixed Reality Game
Interaction design and cognitive gameplay: role of activation time
Measuring Players' Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ
Maybe We Don't Need a New Gamification Framework After All
Play as Interface
The Behavior Pioneers Application: An Intentional Community Prototype
Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic
Radio General: A Real-Time Strategy Game Where You Cannot See Your Units
Anarchy or Order on the Streets: Review Based Characterization of Location Based Mobile Games
Investigating the Role of Technology in Supporting Exploration of Gender Identity Through Games and Play
From Rivers to Stars: Indigenous Self-Determination in Games and XR
World Of Riders: Exercising is Fun
Elements of Gameful Design Emerging from User Preferences
Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions
A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality
Informational vs. Controlling Gamification: A Study Design
Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2025, Pittsburgh, PA, USA, October 13-16, 2025
Towards Understanding the Design of Body-Actuated Play
The Surprising Gaming Profile of Saudi Women
Extended abstract for Canvas Obscura
Developing a Virtual-Reality Game for Empathy Enhancement and Perspective-Taking in the Context of Forced Migration Experiences
Virtual Real Spaces: In-Home Gaming Experiences Bridging Reality and Virtuality
CatEscape: An Asymmetrical Multiplatform Game Connecting Virtual, Augmented and Physical World
Smells Like Team Spirit: Investigating the Player Experience with Multiple Interlocutors in a VR Game
Memorial Quest - A Location-based Serious Game for Cultural Heritage Preservation
Towards Predicting Hexad User Types from Smartphone Data
Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia
Escaping Together: The Design and Evaluation of a Distributed Real-Life Escape Room
Personalization in Serious and Persuasive Games and Gamified Interactions
iGYM: An Interactive Floor Projection System for Inclusive Exergame Environments
Chasing Play Potentials in Food Culture to Inspire Technology Design
"It Started as a Joke": On the Design of Idle Games
"Survive the Party": An Educational Game about Relationships and Consent
Harmonionz, Rescue The Planet: A Voice Visualizing Game that Match Pitch with Color
Social Games Are Fun: Exploring Social Interactions on Smart Speaker Platforms for People with Disabilities
"Let's Get Physiological, Physiological!": A Systematic Review of Affective Gaming
3PP-R: Enabling Natural Movement in 3rd Person Virtual Reality
Understanding Women's Success in eSports in the MENA Region
Comparing Effects of Dynamic Difficulty Adjustment Systems on Video Game Experience
Analyzing Chat Logs in Online Games for Tutorial Improvement
Design and Evaluation of a Dynamically Adaptive Fitness Game Environment for Children and Young Adolescents
Understanding Digital Patronage: Why Do People Subscribe to Streamers on Twitch?
Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay
The Impact of Social Proof on Moral Decision-Making in Video Games
Rrrring & Play: Using a Rotary Dial Telephone as Game Controller
Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News
Fighting Toxicity Through Positive and Preventative Intervention
Hydrone: Bringing Interactivity to Small Water Features
The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces
Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY Companion 2023, Stratford, ON, Canada, October 10-13, 2023
Electric Sheep: Designing Improvised Musical Play
The role of fun in learning
Zeroes: Puzzle Designed to Develop Positive Attitude Towards Mathematics
Understanding Immigrant/Expatriate Game Developers
Link, User-Centred Designer: Game Characters as Transcendent Models
Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies
Getting the Player's Attention: Comparing the Effectiveness of Common Notification Types in Task Management Games
"It's Like I Would Die as Well": Gratifications of Fearful Game Experience
Game Making as a Learning Strategy for Chemical Engineering
To Make Sense of Procedurally Generated Dungeons
Facilitating Physical Contact in Collocated Virtual Reality and Real-World Player Games through Wearable Touchable Interfaces
Exploring Gameplay Experiences on the Oculus Rift
Bibles and BioShock : Affording Religious Discussion on Video Game Forums
"I had super-powers when eBike riding" Towards Understanding the Design of Integrated Exertion
Guided Play: Automatic Stereotypical Behavior Analysis and Intervention during Play
Designing Game Worlds. Coherence in the Design of Open World Games through Procedural Generation Techniques
Reducing the negative effects of inconsistencies in networked games
Is My Dog "Playing" Tablet Games?: Exploring Human Perceptions of Dog-Tablet Interactions
Real-Time Dashboards to Support eSports Spectating
"beam me 'round, Scotty!": exploring the effect of interdependence in asymmetric cooperative games
Investing in Player Research
Towards Understanding Waiting in Video Games
Predicting Player Experience without the Player.: An Exploratory Study
Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference
Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience
Ingestible Games: Swallowing a Digital Sensor to Play a Game
Humanizing Artifacts: An Educational Game For Cultural Heritage Artifacts and History Using Generative AI: Humanizing Artifacts
Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players
Forum on Video Games for Mental Health
The Design of Meaningful Workplace Environments through Gamification
VR SandScape: Working with Multiple Perspectives in a Hybrid VR/SAR Collaborative Play Space
Whom are you looking for?: the effects of different player representation relations on the presence in gaze-based games
Understanding Player Attitudes Towards Digital Game Objects
Factors to Consider for Tailored Gamification
A Comparative UX Analysis between Tabletop Games and their Digital Counterparts
Bird Watch: A Fully Immersive VR Birdwatching Simulator
GameAware Streaming Interfaces
Dance and Mind Control in The Lands Between. Video-based Study-in-progress of Alternative Game Interfaces in Elden Ring Livestreaming
Exploring Future Directions for Healthy Escapism and Self-Regulation in Games
Building Resilience Through Community-Centered Gameful Design
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017, Amsterdam, Netherlands, October 15 - 18, 2017
Profiling Livestream Spectators
Understanding Emotional Experience in Video Games: A Psychophysiological Investigation
Understanding the Design of Emotionally Impactful Game Feel
When Games Become Inaccessible: A Constructive Grounded Theory on Stuckness in Videogames
PathOS+: A New Realm in Expert Evaluation
Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players
Sonora: Inclusive Voice Play For Children With Various Abilities
A Game of Research: Information Management and Decision-making in Daily Fantasy Sports
Impactful Synergy: Video Games and Humanity
Design Box Case Study: Facilitating Interdisciplinary Collaboration and Participatory Design in Game Developm
Toddler Techie Touch Generation
DIYSPY - Live Remote Play at CHI Play'18
Wizard Gauntlets Adventure: Appraising the Cognitive Load in Gesture-based Environment
Frustration, Engagement, and Adaptation: Analyzing Player Emotions and Behaviors in Ori And The Blind Forest
Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity
StereoTrack: 180-degree Low-cost Acoustic Positional Tracking for Mobile VR Platforms
UnderControl an educational serious-game for reproductive health
Cross-Car, Multiplayer Games for Semi-Autonomous Driving
Multivariate Visualization of Game Metrics: An Evaluation of Hexbin Maps
From Challenges to Activities: Categories of Play in Videogames
Talk About Sex: Designing Games to Facilitate Healthy Discussions around Sex
Local Multiplayer Immersion Affected by 3D Stereoscopy
Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs
Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies
Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills
Interactive Gamification for New Experimental Music: Initial Findings
CrowdChess: A System to Investigate Shared Game Control in Live-Streams
A Classification of Fantasy in Serious Games
Evaluating the Onboarding Phase of Free-toPlay Mobile Games: A Mixed-Method Approach
PLANET 10: A Space Odyssey
Edutainment in the Context of Science Communication in Virtual Reality
Adapting Cognitive Task Analysis to Elicit the Skill Chain of a Game
Treehouse Dreams: A Game-Based Method for Eliciting Interview Data from Children
Characterising the Benefits of Multi-Modal Play in Virtual Reality
BloxAR: augment your social life!
Uncovering Seams in Distributed Play of Tabletop Role-Playing Games
To Lag or Not to Lag: Understanding and Compensating Latency in Video Games
Investigating Uncertainty in Digital Games and its Impact on Player Immersion
Piggy Banksy: A Transformational Playground for Social Change Through Playful Co-Creation
PoetryLab: a close listening game for iOS
"Anyway, ": Two-player Defense Game via Voice Conversation
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, CHI PLAY 2018, Melbourne, VIC, Australia, October 28-31, 2018
Towards Age-friendly Exergame Design: The Role of Familiarity
A framework for cooperative communication game mechanics from grounded theory
Exploring the Effects of Time Pressure on Screen-Cheating Behaviour: Insights and Design Potentials
Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games
A Study on Pokémon GO: Exploring the Potential of Location-based Mobile Exergames in Connecting Players with Nature
Tingbao: A musical Immersive Experience Inspired by Environmental Themes
Wander: A breath-control Audio Game to Support Sound Sleep
Predicting the metascore with a subjective user experience data
Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home Environment
Myopic Bike and Say Hi: Games for Empathizing with The Myopic
Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization
Informational, but not Intrinsically Motivating Gamification': Preliminary Findings
Fictional Game Elements 2016
Cross-cultural Adaptation of the Gameful Experience Scale (GAMEX) in Brazilian Portuguese
The Drawbox Project: Open Ended Play Over a Distance
Ageing Playfully: Advancing Research on Games for Older Adults Beyond Accessibility and Health Benefits
Uncomfortable yet Fun Messaging with Chachachat
Towards a Competency-based Education with Gamification Design Elements
Corgi Defence: Building In A Virtual Reality Environment
A Review of Gamified Fitness Tracker Apps and Future Directions
From Interviews to Experience Sampling: Understanding Subjective Experience of Player Effort through Diverse Methodologies
Fiddling, Pointing, Hovering, and Sliding: Embodied Actions with Three Evaluation Tools for Children
Notification in VR: The Effect of Notification Placement, Task and Environment
SpiroPlay, a Suite of Breathing Games for Spirometry by Kids & Experts
SEE ME ROAR: Self-determination Enhanced Engagement for Math Education Relying On Augmented Reality
A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games
Personalized Matchmaking Restrictions for Reduced Exposure to Toxicity: Preliminary Insights from an Interview Study
Take Back Control: Effects of Player Influence on Procedural Level Generation
Echo Chamber: A Persuasive Game on Climate Change Rhetoric
VRBox: A Virtual Reality Augmented Sandbox for Immersive Playfulness, Creativity and Exploration
Foldiverse: Augmenting Paper Folding Physiotherapy for Children with Autism via Family-Centered Mixed Reality Design
Invisible Walls: Co-Presence in a Co-located Augmented Virtuality Installation
The Gamification User Types Hexad Scale
The Emergence of EyePlay: A Survey of Eye Interaction in Games
Exploring the Role of Non-Player Characters and Gender in Player Identification
Manipulating Leaderboards to Induce Player Experience
The Creativity Process behind GRIS
How a Live Streamer's Choice in Played Game Affects Mental Health Conversations
PAWdio: Hand Input for Mobile VR using Acoustic Sensing
Construct and Play: Engaging Students with Visualizations through Playful Methods
Spatial Involvement in Training Mental Rotation with Minecraft
StarRescue: Transforming A Pong Game to Visually Convey the Concept of Turn-taking to Children with Autism
Investigating Social Emotional Learning at Primary School through Guided Interactive Storytelling
Plan Your Brisbane: Exploring Game Design for Civic Engagement
Toward interactive social stories for children with autism
Collaborative Planning Gameplay from Disaster Response Practice
Fair and Encouraging - Developing an Automatic Assessment System in Aalto Drawing
Productivity & Play: A First-Person Shooter for Fast and Easy Scene Design
What can We Learn from Eye Tracking Boardgame Play?
Bogtactics: Enhancing Environmental Awareness Through Serious Gaming
ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment
Shloka: Developing Climate Change interventions through a lens of Religion and Videogames
The Surrogate Body in Play
"Toru": a game that reverses the wisdom of age using mosquito sound
Designing for Exertion: How Heart-Rate Power-ups Increase Physical Activity in Exergames
Deconstructing Performance: The Use of Actors in Games
From Board Game to Digital Game: Designing a Mobile Game for Children to Learn About Invasive Species
Organisational Climate Fostering Playfulness: Introducing the Gamification Climate Scale
Tough Shift: Exploring the Complexities of Shifting Residential Electricity Use Through a Casual Mobile Game
Color Me: A Game based on Art Therapy for Mental Health
TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice Therapy
Flow during Individual and Co-operative Gameplay
From Uncertainty to Innovation: Wearable Prototyping with ProtoBot
Towards a Taxonomy for the Clarification of PCG Actors' Roles
Horizon: Resilience - Design of a Serious Game for Ecological Momentary Intervention for Depression
Flappy voice: an interactive game for childhood apraxia of speech therapy
The Door: Timing Effects of Fourth Wall Breaks on Immersion and Game Experience in an Adventure Game
Investigating the Implementation and Effects of Personalized Gamification in Education
"Pls Uninstall": On the Interplay of the COVID-19 Pandemic and Toxic Player Behavior in Competitive Gaming
I Can't Turn My Brain Off: Exploring Conversational AI for Self-Critical Thoughts in VR
The Design of Co-Robotic Games for Computer Science Education
Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data
Investigating the Impact of Digital Game Immersion on Post-Work Recovery
Anticipatory Gaze Shifts during Navigation in a Naturalistic Virtual Environment
A Playful City in the Cards: Sharing Power in Game Design by Extending the Card Metaphor
Societies in Games: How do Players Perceive Groups of Game Characters?
Touching Base on Children's Interactions with Tablet Games
Augisoro: Augmenting a Culturally Significant Game as a Tangible Interface for Cultural Storytelling
Ballbit Adventure: A Physical Game for a Collaborative Racing
Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company
The Internet of Playful Things