All Stories

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