All Stories

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