CHI PLAY 2025
Proceedings of the ACM on Human-Computer Interaction, Volume 9, Number 6
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Proceedings of the ACM on Human-Computer Interaction, Volume 9, Number 6

PLAY – Journal Issue

Contents - Abstracts - Authors

Frontmatter

Title Page
Editorial Message

Papers

Looking through the Lens: Contextualizing and Operationalizing Design Recommendations for Rehabilitation Games for Young People
Maria Aufheimer, Kathrin Gerling, T. C. Nicholas Graham, André Rodrigues, and Zeynep Yildiz
(Karlsruhe Institute of Technology, Karlsruhe, Germany; Queen's University, Kingston, Canada; Universidade de Lisboa, Lisboa, Portugal)
Publisher's Version
SoulGarden: A Gamified Meditation Application to Enhance Meditation Habits, Enjoyment, Mindfulness, and Mental Well-Being
Oliver Braese, Jeanine Kirchner-Krath, Marc Schubhan, Donald Degraen, and Maximilian Altmeyer
(Saarland Informatics Campus, Saarbrücken, Germany; Friedrich-Alexander University Erlangen-Nürnberg, Nürnberg, Germany; University of Canterbury, Christchurch, New Zealand; Saarland University of Applied Sciences, Saarbrücken, Germany)
Publisher's Version
Killing with Kindness: The Influence of Spectator Presence and Tone on Performance in Competitive Video Games
Nicole A. Beres and Madison Klarkowski
(University of Saskatchewan, Saskatoon, Canada; Queensland University of Technology, Brisbane, Australia)
Publisher's Version
Online Moderation in Competitive Action Games: How Intervention Affects Player Behaviors
Rafal Kocielnik, Zhuofang Li, Mitchell Linegar, Deshawn Sambrano, Fereshteh Soltani, Min Kim, Nabiha Naqvie, Grant Cahill, Animashree Anandkumar, and R. Michael Alvarez
(California Institute of Technology, Pasadena, USA; Activision Publishing, Santa Monica, USA; Activision-Blizzard-King, Santa Monica, USA)
Publisher's Version
Breaking the News: Taking the Roles of Influencer vs. Journalist in a LLM-Based Game for Raising Misinformation Awareness
Huiyun Tang, Songqi Sun, Kexin Nie, Ang Li, Anastasia Sergeeva, and Ray LC
(University of Luxembourg, Esch-sur-Alzette, Luxembourg; University College London, London, UK; University of Sydney, Sydney, Australia; Uppsala University, Uppsala, Sweden; University of Luxembourg, Luxembourg, Luxembourg; City University of Hong Kong, Hong Kong, Hong Kong)
Publisher's Version
Wildfire Games: A Community Approach to Designing Serious Games as Interventions for Wildfire Preparedness
M. J. Johns, Mário Escarce Junior, Alison Crosby, Yiyang Lu, Magy Seif El-Nasr, Edward F. Melcer, and Katherine Isbister
(University of California at Santa Cruz, Santa Cruz, USA; University of California at Santa Cruz, Santa Clara, USA)
Publisher's Version
In-Car Gaming: A Scoping Review and Future Agenda
Johanna Eiting, Jonathan Stief, and Benedikt Morschheuser
(Otto-Friedrich-Universität Bamberg, Bamberg, Germany; CARIAD, Wolfsburg, Germany)
Publisher's Version
ExerCube vs. Virtual Reality: A Comparative Study of Exergame Technologies for Older Adults
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, and Frank Steinicke
(Universität Hamburg, Hamburg, Germany; Eindhoven University of Technology, Eindhoven, Netherlands; University of Waterloo, Waterloo, Canada)
Publisher's Version
Crowdsourcing Environment Data with Gamified Augmented Reality Mini-Games
Samuli Laato, Timo Nummenmaa, Hironori Yoshida, Philip Chambers, Ville-Veikko Uhlgren, Botao Amber Hu, Bastian Kordyaka, and Juho Hamari
(University of Turku, Turku, Finland; Tampere University, Tampere, Finland; School of Systems Information Science, Hakodate, Japan; University of Eastern Finland, Joensuu, Finland; Reality Design Lab, New York City, USA; Åbo Akademi University, Turku, Finland)
Publisher's Version
EmoEcho: Towards Understanding the Design of Emotion Mimicry in Digital Social Games
Zhuying Li, Jiaming Sun, and Xiaolan Peng
(Southeast University, Nanjing, China; Institute of Software at Chinese Academy of Sciences, Beijing, China)
Publisher's Version
Player-Centric Data Visualization for Metroidvania Games: Insights and Use Cases: The Case of Hollow Knight
Oliver Gstöttenbauer, Claire Dormann, and Günter Wallner
(Johannes Kepler University Linz, Linz, Austria; Eindhoven University of Technology, Eindhoven, Netherlands)
Publisher's Version
Predicting Quality of Video Gaming Experience using Global-Scale Telemetry Data and Federated Learning
Zhongyang Zhang, Jinhe Wen, Zixi Chen, Dara Arbab, Sruti Sahani, Kent Giard, Bijan Arbab, Haojian Jin, and Tauhidur Rahman
(University of California at San Diego, San Diego, USA; University of California at San Diego, La Jolla, USA; Arizona State University, Phoenix, USA; Intel Corporation, Santa Clara, USA)
Publisher's Version
Videogame Rewards and Non-player Character Neediness: How the Moral Context of Helping in Videogames Shapes Reasoning and Moral Satisfaction
Blake Kammermann, Stephanie J. Tobin, Daniel Johnson, and Selen Türkay
(Queensland University of Technology, Brisbane, Australia)
Publisher's Version
Constructing a Community of Play: Black Sims Players and Game Modding
Angela D. R. Smith, Gianna Williams, Gabriella Thompson, and Alexandra To
(University of Texas at Austin, Austin, USA; Northeastern University, Boston, USA)
Publisher's Version
Gendered Toxicity in Competitive Gaming: Women’s Perceptions and Responses
Elena Koung, Zinan Zhang, Xinning Gui, and Yubo Kou
(Pennsylvania State University, University Park, USA)
Publisher's Version
If You Build It, They Will Comment: Distributed Mentoring in an Online Game Modding Community
Elizabeth Reid, Laura Paul, Rafael Alves Heinze, and Regan L. Mandryk
(University of Victoria, Victoria, Canada; University of Saskatchewan, Saskatoon, Canada)
Publisher's Version
Democratizing Game Modding with GenAI: A Case Study of StarCharM, a Stardew Valley Character Maker
Hamid Zand Miralvand, Mohammad Ronagh Nikghalb, Mohammad Darandeh, Abidullah Khan, Ian Arawjo, and Jinghui Cheng
(Polytechnique Montréal, Montréal, Canada; Université de Montréal, Montréal, Canada)
Publisher's Version
Towards Understanding Waiting in Video Games
Nina Tepponen, Prabhav Bhatnagar, Jaakko Väkevä, and Perttu Hämäläinen
(Aalto University, Espoo, Finland)
Publisher's Version
A Qualitative Exploration of How Children and Parents Experience and Structure Disengagement from Games
Meshaiel M. Alsheail, Kathrin Gerling, and Zeynep Yildiz
(Karlsruhe Institute of Technology, Karlsruhe, Germany)
Publisher's Version
From In-Game Behaviors to Learning Gains: Constructing Bayesian Networks for Stealth Assessment
Wenyi Lu, Joseph Griffin, James Laffey, Troy D. Sadler, and Sean Goggins
(University of Missouri, Columbia, USA; University of North Carolina at Chapel Hill, Chapel Hill, USA)
Publisher's Version
Fake Game but Real Play: Exploring Player Motivations and Coping Strategies with Fake Games
Sam Moradzadeh, Jeffrey Seihoon Oh, Xinning Gui, and Yubo Kou
(Pennsylvania State University, University Park, USA)
Publisher's Version
Exploring Player Experience Factors for Designing Persuasive Recruitment Games
Joe Cutting, Robert M. Klassen, Michael Saiger, Sophie Thompson-Lee, and Rebecca J. S. Snell
(University of York, York, UK; University of Oxford, Oxford, UK)
Publisher's Version
Effect of Reward Types on Motivation and Recall in a Geology Game
Aisha Darmansjah and Selen Türkay
(Queensland University of Technology, Brisbane, Australia)
Publisher's Version
Fluid Roles for Close-Knit Gaming: Households Playing Digital Games
Heidi Rautalahti, Rongjun Ma, Amel Bourdoucen, Yajing Wang, and Janne Lindqvist
(Aalto University, Espoo, Finland)
Publisher's Version
First Contact with Dark Patterns and Deceptive Designs in Chinese and Japanese Free-to-Play Mobile Games
Gloria Xiaodan Zhang, Yijia Wang, Taro Leo Nakajima, and Katie Seaborn
(Institute of Science Tokyo, Tokyo, Japan; Tokyo Institute of Technology, Tokyo, Japan; Stuttgart Media University, Stuttgart, Germany; University of Cambridge, UK)
Publisher's Version
RollAbility: A Case Study of Aligning the Design of Game-Based Wheelchair Skills Training with Clinical Protocols and Player Experience Goals
Douwe Ravers, Dmitry Alexandrovsky, Mari Naaris, Marco J. Konings, Elegast Monbaliu, Hans Hallez, and Kathrin Gerling
(KU Leuven, Leuven, Belgium; Karlsruhe Institute of Technology, Karlsruhe, Germany; KU Leuven, Bruges, Belgium)
Publisher's Version
“It’s Not My Fault”: Exploring Attributional Patterns in eSports Player Toxicity
Bastian Kordyaka
(Åbo Akademi University, Turku, Finland)
Publisher's Version
Linking Player Types to User Experience: Considerations for the Design of a Platform for the Education on Sensitive Topics
Federica Gini, Eftychia Roumelioti, Gianluca Schiavo, Simone Bassanelli, Maria Paola Paladino, Massimo Zancanaro, and Annapaola Marconi
(University of Trento, Trento, Italy; Fondazione Bruno Kessler, Trento, Italy)
Publisher's Version
“I Like to Be More Empathetic”: Exploring Refugee and Resident Perspectives on Games Designed to Foster Empathy for Refugees
Ameneh Safari, Aswathi Surendran, Rainer Malaka, and Anke V. Reinschluessel
(University of Bremen, Bremen, Germany; University of Galway, Galway, Ireland; University of Konstanz, Konstanz, Germany)
Publisher's Version
GNNetic: Unpacking Player Decisions in Multiplayer Card Games to Drive Interface Design Improvements and Personalized Skill Enhancement: An Online Rummy Case Study
Anurag Garg and Divyansh Jain
(Gameskraft, Bangalore, India)
Publisher's Version
More Than Just Microtransactions: Predatory Monetization in User-Generated Games
Zinan Zhang, Sam Moradzadeh, Xinning Gui, and Yubo Kou
(Pennsylvania State University, University Park, USA)
Publisher's Version
Bridging Cultural Representation and Game Making: Analyzing the Experiences, Outcomes, and Lessons of Early-Stage Game Developers in a Professional Development Program
Max Chen and Gillian Smith
(Worcester Polytechnic Institute, Worcester, USA)
Publisher's Version
A Qualitative Exploration on the Role of Videogames during Difficult Times: An Emotion Regulation Perspective
Jessica Formosa, Selen Türkay, Regan L. Mandryk, and Daniel Johnson
(Queensland University of Technology, Brisbane, Australia; University of Victoria, Victoria, Canada)
Publisher's Version
Sonomancer: Exploring Sonic Control Schemes for Audio Augmented Reality Games
Jacob Bhattacharyya, Alessandro Vinciarelli, and Stephen Anthony Brewster
(University of Glasgow, Glasgow, UK)
Publisher's Version
How Do You Want to View This? Generative AI, Creative Ethos, and TTRPG Hobbyists
Josiah D. Boucher, Gillian Smith, and Yunus Doğan Telliel
(Worcester Polytechnic Institute, Worcester, USA)
Publisher's Version
Game Playbooks 2.0: An Updated Strategy for Supporting Game-Based Behavior Change Interventions
Erin J. K. Truesdell, Veronica U. Weser, Thomas S. Murray, Abigail Crocker, Asher Marks, Richard A. Martinello, and Kimberly Hieftje
(New Jersey Institute of Technology, Newark, USA; Yale School of Medicine, New Haven, USA)
Publisher's Version
Me, the Elephant, and the Virtual World: Exploring Copresence in VR
Jisu Park, Soyoun Jang, and Jay David Bolter
(Georgia Institute of Technology, Atlanta, USA)
Publisher's Version Video
“I Would Not Be This Version of Myself Today”: Elaborating on the Effects of Eudaimonic Gaming Experiences
Nisha Devasia, Georgia Kenderova, Michele Newman, Julie A. Kientz, and Jin Ha Lee
(University of Washington, Seattle, USA)
Publisher's Version
LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents
Chang Xiao and Zixiaofan Yang
(Boston University, Boston, USA; Columbia University, New York, USA)
Publisher's Version

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