All Stories

  1. Bringing Video Browsing to Virtual Reality: Empirical Evaluation of a Novel Multimedia Drawer
  2. Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players
  3. Certification Labels for Trustworthy AI: Insights From an Empirical Mixed-Method Study
  4. Trust Issues with Trust Scales: Examining the Psychometric Quality of Trust Measures in the Context of AI
  5. How compliance with web accessibility standards shapes the experiences of users with and without disabilities
  6. Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players
  7. LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends
  8. Measuring Players’ Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ
  9. Transparency in Measurement Reporting
  10. Transparency in Measurement Reporting: A Systematic Literature Review of CHI PLAY
  11. Are studies at ACM CHI dominated by Western, Educated, Industrialized, Rich and Democratic regions?
  12. The quality of data collected online: An investigation of careless responding in a crowdsourced sample
  13. Many Labs 5: Testing Pre-Data-Collection Peer Review as an Intervention to Increase Replicability
  14. Many Labs 5: Registered Replication of Vohs and Schooler (2008), Experiment 1
  15. How Web Professionals Perceive Web Accessibility in Practice: Active Roles, Process Phases and Key Disabilities
  16. My Train Talks to Me: Participatory Design of a Mobile App for Travellers with Visual Impairments
  17. Facilitating professional mobile learning communities with instant messaging
  18. Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice
  19. Measuring the “Why” of Interaction
  20. Surveys in Games User Research
  21. Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
  22. A Good Reason to Die
  23. Measuring user rated language quality: Development and validation of the user interface Language Quality Survey (LQS)
  24. The Effects of Framing in Gamification
  25. How to Measure the Game Experience?
  26. Do points, levels and leaderboards harm intrinsic motivation?
  27. Disassembling gamification