All Stories

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