All Stories

  1. Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games
  2. Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference
  3. Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
  4. Culture Clash: When Deceptive Design Meets Diverse Player Expectations
  5. Juicy Audio: Audio Designers' Conceptualization of the Term in Video Games
  6. From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition
  7. The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults
  8. An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI
  9. Disembodied, Asocial, and Unreal: How Users Reinterpret Designed Affordances of Social VR
  10. Privacy in Immersive Extended Reality: Exploring User Perceptions, Concerns, and Coping Strategies
  11. An Overview of XR Exergame Research
  12. "Never The Same": Systematic Analysis of the Methodological Issues in the Presence Studies That Employ Questionnaires
  13. How to Write Better CHI Papers (with AI)
  14. User Experience Research and Design in Video Games
  15. Deceived by Immersion: A Systematic Analysis of Deceptive Design in Extended Reality
  16. LEVI: Exploring Possibilities for an Adaptive Board Game System
  17. Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based Communication
  18. The Role of Generative AI in Games Research
  19. From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers
  20. User Experience Design and Research in Games
  21. How to Write Better CHI Papers (with LaTeX in Overleaf)
  22. Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame
  23. Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale
  24. How to do User Experience Research in Games
  25. LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators
  26. miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
  27. Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams
  28. “I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human
  29. Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
  30. Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games
  31. How to: Peer Review for CHI (and Beyond)
  32. How to Write Better Research Papers (for CHI)
  33. On Social Contagion in Gamification
  34. Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay
  35. Eye-GUAna: Higher Gaze-Based Entropy and Increased Password Space in Graphical User Authentication Through Gamification
  36. A Systematic Literature Review of Isolated Players (i.e., Lurkers and Loners) in Games
  37. How to Write CHI Papers, Online Edition
  38. Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices
  39. Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games
  40. Above Water: Learning to design games for things that are hard to talk about
  41. How to Write CHI Papers, Fourth Edition
  42. 'Imi Pono: Creating an Ethical Framework for User Experience Design
  43. Gameful app helps people make healthier choices at the grocery store
  44. Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games
  45. Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles
  46. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
  47. The Development of "Orbit"
  48. "It Started as a Joke"
  49. Cross-Car, Multiplayer Games for Semi-Autonomous Driving
  50. Player Characteristics and Video Game Preferences
  51. Empirical validation of the Gamification User Types Hexad scale in English and Spanish
  52. Gameful Design Heuristics: A Gamification Inspection Tool
  53. “I Don’t Fit into a Single Type”: A Trait Model and Scale of Game Playing Preferences
  54. Exploring the Role of Non-Player Characters and Gender in Player Identification
  55. Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
  56. Games and Play SIG
  57. Towards a Trait Model of Video Game Preferences
  58. Older Adults’ Physical Activity and Exergames: A Systematic Review
  59. A Framework and Taxonomy of Videogame Playing Preferences
  60. Gamification through the Application of Motivational Affordances for Physical Activity Technology
  61. Curiously Motivated
  62. Elements of Gameful Design Emerging from User Preferences
  63. Positive Gaming
  64. How Multidisciplinary is Gamification Research?
  65. Leave Them 4 Dead
  66. The maturing of gamification research
  67. From Joysticks to Pokémon Go
  68. How to Write and Review CHI Papers
  69. How small, incremental changes in game design factor impact difficulty
  70. Towards Personality-driven Persuasive Health Games and Gamified Systems
  71. ABOVE WATER
  72. CHI PLAYGUE
  73. "The Collecting Itself Feels Good"
  74. ABOVE WATER
  75. CLEVER
  76. CLEVER
  77. Design and Preliminary Validation of The Player Experience Inventory
  78. Heuristic Evaluation for Gameful Design
  79. The Gamification User Types Hexad Scale
  80. Lightweight Games User Research for Indies and Non-Profit Organizations
  81. SIGCHI Games
  82. Design Strategies for Gamified Physical Activity Applications for Older Adults
  83. Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game
  84. Editorial for the CHB special issue on MMOGs
  85. CHI PLAYGUE
  86. Personalization in Serious and Persuasive Games and Gamified Interactions
  87. Towards Understanding the Importance of Co-Located Gameplay
  88. Understanding Player Attitudes Towards Digital Game Objects
  89. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2
  90. Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents
  91. Actionable Inexpensive Games User Research
  92. All about that Base
  93. Gamifying Research
  94. Developing iconic and semi-iconic game controllers
  95. Engaged by boos and cheers
  96. The edge of glory
  97. Understanding expectations with multiple controllers in an augmented reality videogame
  98. Introducing the biometric storyboards tool for games user research
  99. Physiological acrophobia evaluation through in vivo exposure in a VR CAVE
  100. Games and entertainment community SIG
  101. Player experience
  102. Unified visualization of quantitative and qualitative playtesting data
  103. BrainHex: A neurobiological gamer typology survey
  104. The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D
  105. A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers
  106. Deconstructing 'gamified' task-management applications
  107. The kaleidoscope of effective gamification
  108. Time's up! Gamifying being on time for work
  109. How does it play better?
  110. EEG-based assessment of video and in-game learning
  111. Contextual influences on mobile player experience – A game user experience model
  112. Full-body motion-based game interaction for older adults
  113. Game user research
  114. "I'm just here to play games"
  115. Mixed reality games
  116. Feedback-based gameplay metrics
  117. Biofeedback game design
  118. Brain and body interfaces
  119. BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
  120. Accessible games SIG
  121. Calibration games
  122. Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character
  123. From game design elements to gamefulness
  124. Gamification. using game-design elements in non-gaming contexts
  125. Influencing Experience: The Effects of Reading Game Reviews on Player Experience
  126. LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments
  127. The impact of negative game reviews and user comments on player experience
  128. More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game
  129. Electroencephalographic Assessment of Player Experience
  130. 3D attentional maps
  131. Advanced gaze visualizations for three-dimensional virtual environments
  132. Brain, body and bytes
  133. Correlation between heart rate, electrodermal activity and player experience in first-person shooter games
  134. The neurobiology of play
  135. Wiimote vs. controller
  136. Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience
  137. From playability to a hierarchical game usability model
  138. Flow and immersion in first-person shooters
  139. Player-Game Interaction Through Affective Sound