Abstract is missing.
- Masterclass: Rethinking Self-Determination Theory in Player-Computer InteractionApril Tyack, Elisa D. Mekler. 1-2 [doi]
- Masterclass on Information Visualization for Games ResearchGünter Wallner, Simone Kriglstein. 3-4 [doi]
- Research through Design (or Tokens, Trinkets and other Transitional Things)Kristina Andersen. 5-6 [doi]
- Creating Accessible Player Experiences in Digital GamesChristopher Power. 7 [doi]
- "Let's Play" Communities: Definitions, Evolution, and EconomiesBrian McKitrick. 8-9 [doi]
- Characterising the Benefits of Multi-Modal Play in Virtual RealityYoan-Daniel Grigorov Malinov. 10-11 [doi]
- Design Expertise in Gaming and Interactive Entertainment Industry PracticesNandhini Giri. 12-14 [doi]
- Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital TechnologiesPetros Ioannidis. 15-17 [doi]
- Human-Agent Trust Relationships in a Real-Time Collaborative GameSylvain Daronnat. 18-20 [doi]
- Meaning-Making in Indie Games: The Intersection of Narrative and Interactivity in Non-Traditional VideogamesChristian Hayes. 21-23 [doi]
- Optional Learning in GamesAmogh Joshi. 24-26 [doi]
- Understanding the Labor of Professional eSports PlayersRafael Soares Mariano Costa. 27-29 [doi]
- Lines of Play: Using Vector Tools to Place Game Objects in Augmented RealityJasmine Roberts, John Mernacaj, Suzanne Chambers, Dror Ayalon, Errol King. 30-32 [doi]
- iNNk: A Multi-Player Game to Deceive a Neural NetworkJennifer Villareale, Ana V. Acosta-Ruiz, Samuel Adam Arcaro, Thomas Fox, Evan Freed, Robert C. Gray, Mathias Löwe, Panote Nuchprayoon, Aleksanteri Sladek, Rush Weigelt, Yifu Li, Sebastian Risi, Jichen Zhu. 33-37 [doi]
- Generation: A Novel Fabrication Game for Simulating Evolution and Natural SelectionKatelyn M. Grasse, Edward F. Melcer. 38-42 [doi]
- Pinball for the Visually Impaired - an Audio Spatialization and Sonification Mobile GameDrew Berge, Danilo Bettencourt, Stanley Lageweg, Willie Overman, Amir Zaidi, Rafael Bidarra. 43-46 [doi]
- Illuminate: A Simulation Game to Instill Grounded Hope in Youth for Climate ActionTina Chan, Adam Leung. 47-49 [doi]
- Persuasion Invasion: Reducing Bias with Value-Adaptive InstructionNicholas Diana, Jessica Hammer, John C. Stamper, Kenneth R. Koedinger. 50-53 [doi]
- Equilibrium: A Story About DepressionJulien Grimard, Simon Lescieux, Vincent Plourde, Alexandre Brazeau, Elly Brouillard, Camille Côté, Caroline Côté, Moufid Dechicha, Maryse Duckett, Félix-Antoine Dupéré, Nicolas Dussault-Pilon, Nicolas Guilbeault-Desjardins, Gabriel Lapierre, Mélissa Mana, Casandra Martin, Jean-Sébastien Mathieu, Claudia Robertson, Mahély Seyer, Sandra Vasseur, Tristan Alantar, Jérémie De Witte, Nicolás Medina, Josselin Viricel. 54-58 [doi]
- The Social Engineer: An Immersive Virtual Reality Educational Game to Raise Social Engineering AwarenessPascal Jansen, Fabian Fischbach. 59-63 [doi]
- Daydream: A Healing Game for Mitigating Quarantine-induced Negative Emotions with Music AdventureChen Ji, Hiroki Nishino. 64-67 [doi]
- Archipelago: A Cyclical Adventure GameShalev Moran. 72-75 [doi]
- Infinite Walking in Three Dimensions in Virtual Reality: A Shopping Mall Simulator GameAdrian Schroeder, Eva Goodnight, Markus Kühner, Wilhelm Gerner, Michael Hebel, Daniel Görlich. 76-79 [doi]
- Horror Laboratory and Forest Cabin - A Horror Game Series for Desktop Computer, Virtual Reality, and Smart Substitutional RealitySophia C. Steinhaeusser, Birgit Lugrin. 80-85 [doi]
- Bubble Breather - A Breathing Exercise Game to Support Pneumonia Rehabilitation and RecoveryAaron Tabor, Reyhan Pradantyo, Book Sadprasid, Max Valentin Birk, Erik J. Scheme, Scott Bateman. 86-90 [doi]
- Fostering Collaboration and Empathy Through GamesDivyanshu Tiwari. 91-93 [doi]
- Curioscape: A Curiosity-driven Escape Room Board GameJoseph Tu, Ekaterina Durmanova. 94-97 [doi]
- VirusBoxing: A HIIT-based VR Boxing GameWenge Xu, Hai-Ning Liang, Xiaoyue Ma, Xiang Li. 98-102 [doi]
- Truesight Battle Grid - Enhancing the Game Experience of Tabletop Role-Playing through Tangible Data VisualizationBas A. Plijnaer, Daisy O'Neill, Eloisa Kompier, Günter Wallner, Regina Bernhaupt. 103-107 [doi]
- Exploring Severity of Gameplay Issues from Players' PerspectiveNour Halabi, Pejman Mirza-Babaei, Lena Uszkoreit, Günter Wallner. 108-113 [doi]
- At-Home Self-Administration of an Immersive Virtual Reality Therapeutic Game for Post-Stroke Upper Limb RehabilitationJoseph P. Salisbury, Ted M. Aronson, Tony J. Simon. 114-121 [doi]
- Affective Game Planning for Playing the Pain: An Experimental Framework for Testing the Analgesic Efficacy of Market-place Mobile GamesElla Goodman-Vincent, Mathieu Roy, Najmeh Khalili-Mahani. 122-128 [doi]
- Designing for Virtual Touch: A Real-Time Co-Created Online Art ExperienceBetty Sargeant, Justin Dwyer, Florian 'Floyd' Mueller. 129-133 [doi]
- MarioMix: Creating Aligned Playstyles for Bots with Interactive Reinforcement LearningChristian Arzate Cruz, Takeo Igarashi. 134-139 [doi]
- Children's Interaction with Motion-Based Touchless Games: Kinecting Effectiveness and EfficiencySerena Lee-Cultura, Kshitij Sharma, Valeria Aloizou, Symeon Retalis, Michail N. Giannakos. 140-145 [doi]
- Manipulating Player Performance via Music Tempo in TetrisAline Hufschmitt, Stéphane Cardon, Éric Jacopin. 146-152 [doi]
- Calm a Mobile based Deep Breathing Game with BiofeedbackVasundhara Agrawal, Varnika Naik, Mayuri Duggirala, Sandeep Athavale. 153-157 [doi]
- Color Me: A Game based on Art Therapy for Mental HealthVasundhara Agrawal, Varnika Naik, Mayuri Duggirala, Sandeep Athavale. 158-162 [doi]
- Characterizing the Coordinating Behaviors in a Three vs. One Ball Possession Game using Gaze InteractionTakumi Akiyama, Kentaro Go, Akifumi Kijima, Yuichiro Kinoshita. 163-167 [doi]
- MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder ConversationsFerran Altarriba Bertran, Ahmet Börütecene, Oguz 'Oz' Buruk, Mattia Thibault, Katherine Isbister. 168-172 [doi]
- Essential Workers: A Multiplayer Game for Enacting Patterns of Social Interdependency in a PandemicAditya Anupam, Colin Stricklin, Jordan Graves, Kevin Tang, Michael Vogel, Marian Dominguez-Mirazo, Janet Murray. 173-177 [doi]
- Self-Efficacy Sydney: An EHWLT for Young Children with Chronic IllnessSaurav K. Aryal, Candace F. Williams, Katrina J. Rosemond, Cesa Salaam, Gloria J. Washington. 178-181 [doi]
- Good vs. Evil: Investigating the Effect of Game Premise in a Smart Home Security Educational GameMehrdad Bahrini, Nima Zargham, Johannes Pfau, Stella Lemke, Karsten Sohr, Rainer Malaka. 182-187 [doi]
- Have a Break: Raising the Self-Awareness of Gamers About Long Gaming Sessions Using an Ambient Tangible DeviceRosanne Bloemraad, Noortje Boekenoogen, Joost van den Broek, Maxine Palmen, Günter Wallner, Regina Bernhaupt. 188-192 [doi]
- LOOk: Exploring the Effect of Game-Play on the Salience BiasLisa E. S. Brand, Robyn L. Huiting, Harm Booy, Jim H. A. Blom, Max Valentin Birk. 193-197 [doi]
- Player Matching for Social Exergame Retention: A Group Personality Composition ApproachGerry Chan, Ali Arya, Rita Orji, Zhao Zhao, Milica Stojmenovic, Anthony Whitehead. 198-203 [doi]
- Euphonia: Reflecting on the Design of an AI-Powered Voice-Controlled Narrative GameLynda Clark, Jung in Jung, Stuart Anderson, Paul Blackham, Divij Sood. 204-208 [doi]
- Playing With Friends - The Importance of Social Play During the COVID-19 PandemicSebastian Cmentowski, Jens H. Krüger. 209-212 [doi]
- Supporting Sociodramatic Play at the Individual LevelFlannery Hope Currin, Kyle Diederich, Kaitlyn Blasi, Kerry Peterman, Juan Pablo Hourcade. 213-218 [doi]
- Escape!Bot: Child-Robot Interaction to Promote Creative Expression During GameplayNisha Devasia, Safinah Ali, Cynthia Breazeal. 219-223 [doi]
- "Pls Uninstall": On the Interplay of the COVID-19 Pandemic and Toxic Player Behavior in Competitive GamingKatharina Emmerich, Andrey Krekhov, Jens H. Krüger. 224-228 [doi]
- Sharing Multi-User VR SpacesMorgan C. Evans, Srujani Kamineni, Omar Cheikh-Ali, Justin Fanzo, Shan Jiang, Ketul Majmudar, Miao Ren, Jessica Hammer. 229-233 [doi]
- Game Making as a Learning Strategy for Chemical EngineeringSílvia Fornós. 234-236 [doi]
- Virtual Reality Genres: Comparing Preferences in Immersive Experiences and GamesMaxwell Foxman, Alex P. Leith, David Beyea, Brian Klebig, Vivian Hsueh-hua Chen, Rabindra A. Ratan. 237-241 [doi]
- The Sugargotchi: An Embodied Digital Pet to Raise Children's Awareness of their Dental Health and Free Sugar ConsumptionStuart Iain Gray, Tom Metcalfe, Kirsten Cater, Peter Bennett, Chris Bevan. 242-247 [doi]
- The Player Experience Inventory Bench: Providing Games User Researchers Actionable Insight into Player ExperiencesAqeel Haider, Kathrin Gerling, Vero Vanden Abeele. 248-252 [doi]
- Playing Together while Apart: Exploring Asymmetric and Interdependent Games for Remote PlayDerek Haqq, D. Scott McCrickard. 253-256 [doi]
- Preliminary Development and Evaluation of the Mini Player Experience Inventory (mPXI)Casper Harteveld, Nithesh Javvaji, Tiago Machado, Yevgeniya V. Zastavker, Victoria Bennett, Tarek Abdoun. 257-261 [doi]
- Playing with the Opposite of Uncanny: Empathic Responses to Learning with a Companion-Technology Robot Dog vs. Real DogKatriina Irja Heljakka, Pirita Johanna Ihamäki, Anu Inkeri Lamminen. 262-266 [doi]
- Serious Storytelling in Virtual Reality: The Role of Digital Narrative to Trigger Mediated Presence and Behavioral ResponsesShafaq Irshad, Andrew Perkis. 267-271 [doi]
- The Wisdom of the Gaming CrowdRobert Jeffrey, Pengze Bian, Fan Ji, Penny Sweetser. 272-276 [doi]
- Game Player Response Times versus Task Dexterity and Decision ComplexityChunzhen Jiang, Aritra Kundu, Mark Claypool. 277-281 [doi]
- Squeezer - A Tool for Designing Juicy EffectsMads Johansen, Martin Pichlmair, Sebastian Risi. 282-286 [doi]
- Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in SchoolsSimone Kriglstein, Fabian Hengstberger, Florian Fribert, Katharina Stiehl, Beate Schrank, Alexander Pfeiffer, Thomas Wernbacher, Günter Wallner. 287-291 [doi]
- Designing for and Identifying Plural Goals in a Science Museum Game ExhibitVishesh Kumar, Matthew Berland, Leilah Lyons, Matthew A. Cannady, Maxine McKinney de Royston. 292-296 [doi]
- How a Live Streamer's Choice in Played Game Affects Mental Health ConversationsNina LaMastra, Jirassaya Uttarapong, Reesha Gandhi, Christine L. Cook, Donghee Yvette Wohn. 297-300 [doi]
- A Comparative UX Analysis between Tabletop Games and their Digital CounterpartsAndreas Larsson, Jonas Ekblad, Alberto Alvarez, José M. Font. 301-305 [doi]
- 'Git Gud!' - Evaluation of Self-Rated Player Skill Compared to Actual Player PerformanceShengmei Liu, Mark Claypool, Bhuvana Devigere, Atsuo Kuwahara, Jamie Sherman. 306-310 [doi]
- Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active BreaksLiam Mason, Kathrin Gerling, Patrick Dickinson, Jussi Holopainen. 311-315 [doi]
- The Importance of Pilot Studies for Gamified Research: Pre-Testing Gamettes to Study Supply Chain DecisionsOmid Mohaddesi, Casper Harteveld. 316-320 [doi]
- Target: Zero Drift: Minimizing Spatial Drift in VR Optical Tracking Systems such as Oculus InsightGerard Mulvany, Simeon Taylor, Stefan Greuter. 321-325 [doi]
- An Educational Game Bringing Awareness to Declining Insect PopulationsIsabel Newsome. 326-329 [doi]
- The Case for Usable AI: What Industry Professionals Make of Academic AI in Video GamesJohannes Pfau, Jan David Smeddinck, Rainer Malaka. 330-334 [doi]
- We Asked 100 People: How Would You Train Our Robot?Johannes Pfau, Rainer Malaka. 335-339 [doi]
- crea.blender: A Neural Network-Based Image Generation Game to Assess CreativityJanet Rafner, Arthur Hjorth, Sebastian Risi, Lotte Philipsen, Charles Dumas, Michael Mose Biskjær, Lior Noy, Kristian Tylén, Carsten Bergenholtz, Jesse Lynch, Blanka Zana. 340-344 [doi]
- Using Exergames to Train Patients with Dementia to Accomplish Daily RoutinesSebastian Rings, Sukran Karaosmanoglu, Lucie Kruse, Daniel Apken, Tobias Picker, Frank Steinicke. 345-349 [doi]
- VR SandScape: Working with Multiple Perspectives in a Hybrid VR/SAR Collaborative Play SpaceKimiko Ryokai, Yong (Leon) Li. 350-354 [doi]
- A Comparison of Automatic versus Manual World Alteration for Network Game Latency CompensationRobert Salay, Mark Claypool. 355-359 [doi]
- At the Intersection of Digital Games, Gender, and Age: A Participant Observational Study with Active Older WomenSergio Sayago, Josep Blat, Bárbara Barbosa Neves. 360-364 [doi]
- Unpacking Mathematical Play within Makerspaces using Embodied CognitionEkta Shokeen, Nihal Katirci, Janet Bih Fofang, Amber Simpson, Caro Williams-Pierce. 365-369 [doi]
- Designing Failure and Feedback within PuzzlesEkta Shokeen, Anthony Pellicone, David Weintrop, Diane Jass Ketelhut, Caro Williams-Pierce, Jandelyn Dawn Plane, Michel Cukier. 370-374 [doi]
- A Playful City in the Cards: Sharing Power in Game Design by Extending the Card MetaphorBenjamin Stokes, Hazel Arroyo, Mitchell Loewen, Tambra Stevenson, Chris J. Karr. 375-378 [doi]
- Like in the Good Old Times, but Virtual - A Case for Simulating Co-located Multiplayer Games in VRPhilipp Sykownik, Katharina Emmerich, Maic Masuch. 379-383 [doi]
- To Make Sense of Procedurally Generated DungeonsSimon Tolinsson, Alexander Flodhag, Alberto Alvarez, José María Font. 384-387 [doi]
- VR4VRT: Virtual Reality for Virtual Rowing TrainingRobby van Delden, Sascha Bergsma, Koen Vogel, Dees Postma, Randy Klaassen, Dennis Reidsma. 388-392 [doi]
- ANIM3: ANIMated ANIMals as A Numbing Immersive MechanicAmy Visscher, Jan Kolkmeier, Simon Langener, Robby van Delden. 393-397 [doi]
- Playful User-Generated Treatment: Expert Perspectives on Opportunities and Design ChallengesGeorg Volkmar, Dmitry Alexandrovsky, Jan David Smeddinck, Marc Herrlich, Rainer Malaka. 398-402 [doi]
- Profiling Livestream SpectatorsWen Bo Yu, James Robb, Pejman Mirza-Babaei. 403-407 [doi]
- Smells Like Team Spirit: Investigating the Player Experience with Multiple Interlocutors in a VR GameNima Zargham, Michael Bonfert, Georg Volkmar, Robert Porzel, Rainer Malaka. 408-412 [doi]
- Exploring Fantasy Play in MathMythos ARTengjia Zuo, Max Valentin Birk, Erik D. Van der Spek, Jun Hu 0001. 413-417 [doi]