All Stories

  1. Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference
  2. An Investigation of the Test-Retest Reliability of the miniPXI
  3. Elevating Game User Research with a Guided Interface for Data Analysis
  4. Designing and Evaluating Explanations for a Predictive Health Dashboard: A User-Centred Case Study
  5. Feedback, Control, or Explanations? Supporting Teachers With Steerable Distractor-Generating AI
  6. GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research
  7. Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development
  8. Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults
  9. Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure Process
  10. Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding
  11. Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms
  12. miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
  13. Flexible Activity Tracking for Older Adults Using Mobility Aids — An Exploratory Study on Automatically Identifying Movement Modality
  14. Designing and evaluating explainable AI for non-AI experts: challenges and opportunities
  15. The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology
  16. Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children
  17. Explaining Call Recommendations in Nursing Homes: a User-Centered Design Approach for Interacting with Knowledge-Based Health Decision Support Systems
  18. Towards Predicting Hexad User Types from Mobile Banking Data
  19. Immersive Virtual Reality for Older Adults
  20. TIEVis: a Visual Analytics Dashboard for Temporal Information Extracted from Clinical Reports
  21. Exploring Tangible Algorithmic Imaginaries in Movie Recommendations
  22. Wearable Physical Activity Tracking Systems for Older Adults—A Systematic Review
  23. From Promoting Dignity to Installing Distrust: Understanding the Role of Continence Care Technology in Nursing Homes
  24. Middle-Aged Video Consumers' Beliefs About Algorithmic Recommendations on YouTube
  25. Designing a Tablet-Based Application for Self-Assessment Questionnaires with Nursing Home Residents
  26. Critical Reflections on Technology to Support Physical Activity among Older Adults
  27. Ageing is Not a Disease
  28. Juicy Game Design
  29. Age? It's in the Game
  30. Sailing Skweezee: An Exploration of Squeeze Interaction in VR
  31. Video games for mental health
  32. Skweezee for Processing
  33. Forum on Video Games for Mental Health
  34. The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits
  35. Can Card Games Be Used to Assess Mild Cognitive Impairment?
  36. Games for the Assessment and Treatment of Mental Health
  37. Design and Preliminary Validation of The Player Experience Inventory
  38. Lenses of Motivational Design for mHealth
  39. Challenging group dynamics in participatory design with children