Abstract is missing.
- Transforming Walden: From Literature to Game; Indie to Art; and Console to EducationTracy Fullerton. 1 [doi]
- Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive GamesChinenye Ndulue, Marsha Melis, Rita Orji. 2-7 [doi]
- Towards an Educational Computing Career Exploration GameDominic Kao, Alejandra J. Magana, Olaoluwa Oyedokun, Akash Ravi. 8-16 [doi]
- Housie: A Multiplayer Game for Cybersecurity Training and EvaluationGokul Chettoor Jayakrishnan, Vijayanand Banahatti, Sachin Lodha, Gangadhara Reddy Sirigireddy, Shree Nivas. 17-23 [doi]
- Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory LatencyDavid Halbhuber, Maximilian Huber, Valentin Schwind, Niels Henze. 24-30 [doi]
- HIPPA: Smart Wearables for Enriching the Gameplay of a Traditional Tag GameMagnus Sten Andersen, Oliver Rask Schmahl, Giovanna Galli, Paula Alavesa, Minna Pakanen. 31-37 [doi]
- Fear Inducing Play in an AR Escape Room with Human and Robotic NPCsPeter Madsen, Henning Pohl, Timothy Merritt 0001. 38-43 [doi]
- Independent Validation of the Video Game Dispositional Flow Scale With League of Legends PlayersNick von Felten, Florian Brühlmann, Sebastian Andrea Caesar Perrig. 44-50 [doi]
- A Dataset to Investigate First-Person Shooter PlayersDavid Halbhuber, Julian Höpfinger, Valentin Schwind, Niels Henze. 51-56 [doi]
- LingoTowns: A Virtual World For Natural Language Annotation and Language LearningChris Madge, Jussi Brightmore, Doruk Kicikoglu, Fatima Althani, Richard A. Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio. 57-62 [doi]
- "Absolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging TaskPascal Lessel, Maximilian Altmeyer, Marc Schubhan, Dennis Gudea, Antonio Krüger. 63-69 [doi]
- Eggventures: Strengthening Connectedness through Coop-PlayThomas R. Pedersen, Iveta Ivanova, Michael Hjørringgaard, Julie Fredsgård, Freya K. B. Cornelius, Oliver Esman Pust, Henning Pohl. 70-74 [doi]
- More Than Just Gameplay: Making a Case for "Let's Plays" in EducationBarbara Göbl, Suzana Jovicic, Natalie Denk, Simon Wimmer 0003, Simone Kriglstein. 75-80 [doi]
- LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of LegendsZgjim Memeti, Florian Brühlmann, Sebastian A. C. Perrig. 81-86 [doi]
- Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case StudiesZhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, Magy Seif El-Nasr. 87-92 [doi]
- Socially Distanced Games: Exploring the Future Opportunities of Remote PlayArgenis Ramirez Gomez, Katarzyna Stawarz. 93-102 [doi]
- Interactive Gamification for New Experimental Music: Initial FindingsJuan Carlos Vasquez Gomez. 103-106 [doi]
- Prototyping a Grip Pressure-Sensing Controller for Video GamesJames Byrne, Penny Sweetser. 107-112 [doi]
- Automated Evaluation of Game Experience based on Game Dynamics and Motives for PlayThomas Constant, Guillaume Levieux. 113-119 [doi]
- Towards an Initial Understanding of the Design of Playful Water Experiences Through FlotationMaria F. Montoya, Rakesh Patibanda, Christal Clashing, Sarah Jane Pell, Florian 'Floyd' Mueller. 120-126 [doi]
- TOMO VOX: Exploring Cozy Games and Character-driven Storyworlds for Pediatric Voice TherapyLillian Chan, David Chandross, Steven Cober, Richard Lachman. 127-132 [doi]
- Towards Situation Awareness and Attention Guidance in a Multiplayer Environment using Augmented Reality and CarcassonneDavid Kadish, Arezoo Sarkheyli-Hägele, José M. Font, Georg Hägele, Diederick C. Niehorster, Thomas Pederson. 133-139 [doi]
- "It's All in the Game" A board game to facilitate disease-related conversations between children with a chronic disease and their peersLieke Vermeulen, Max V. Birk, Scott Bateman, Henk S. Schipper, Sanne L. Nijhof, Yuan Lu. 140-145 [doi]
- In Visible Climate Change: Exploring Immersive Data Visualisation to Promote Climate Change Awareness in a VR GameSo-youn Jang, JiSu Park, Hwajung Hong. 146-152 [doi]
- TouchMate: Understanding the Design of Body Actuating Games using Physical TouchShreyas Nisal, Rakesh Patibanda, Aryan Saini, Elise van den Hoven, Florian 'Floyd' Mueller. 153-158 [doi]
- Effects of Social Behaviours in Online Video Games on Team TrustJan-Willem van Rhenen, Carolina Centeio Jorge, Tiffany Matej Hrkalovic, Bernd Dudzik. 159-165 [doi]
- Proposal for an Individually Adapted Video Viewing System Linked to the User's Feeling of FearReika Takeshita, Anna Yokokubo, Guillaume Lopez. 166-170 [doi]
- CollectiAR: Computer Vision-Based Word Hunt for Children with DyslexiaDanlu Fei, Ze Gao, Linping Yuan, Zikai Alex Wen. 171-176 [doi]
- Grow Your Plant: A Plant-Based Game For Creating Awareness About Sustainability Behaviour by Using Renewable EnergyRaluca Chisalita, Markus Murtinger, Simone Kriglstein. 177-182 [doi]
- Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home EnvironmentMax Alberts, Ellen A. M. de Ridder, Joris A. J. Lodewijks, Tamara V. Pinos Cisneros, Kayleigh Schoorl, Albert Ali Salah, Ben A. M. Schouten. 183-188 [doi]
- Cashflow Tracing: Detecting Online game bots leveraging financial analysis with Recurrent Neural NetworksKyung Ho Park, Eunjo Lee, Huy Kang Kim. 189-195 [doi]
- Development of a Gamified Cooperative Teamwork Environment Using an Event-Based ApproachYvonne A. Farah, Michael C. Dorneich. 196-202 [doi]
- GamiDOC: A Tool for Designing and Evaluating Gamified SolutionsSimone Bassanelli, Antonio Bucchiarone. 203-208 [doi]
- Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection TechniquesKasper de Vries, Peter van der Putten. 209-214 [doi]
- Understanding the Social Dividends and Risks for Female Gamers in Online SpacesEvelyn O'Keeffe, Emmet Riordan, Fiona Loudoun, Bryan Boyle. 215-220 [doi]
- Save the Yummy Candyland: An Asymmetric Virtual Reality GameEmilie Maria Nybo Arendttorp, Heike Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged. 221-227 [doi]
- Designing Mobile-based Jigsaw Puzzles for Collocated GroupsMaria Vayanou, Angeliki Chrysanthi, Akrivi Katifori, Yannis E. Ioannidis. 228-232 [doi]
- Considerations for (Teaching) Facilitator Roles for Movement-Based DesignDennis Reidsma, Robby W. van Delden, Joris P. Weijdom, René Engelhardt Hansen, Søren Lekbo, Rasmus Vestergaard Andersen, Lærke Schjødt Rasmussen Rasmussen, Lars Elbæk. 233-239 [doi]
- Investigating Social Emotional Learning at Primary School through Guided Interactive StorytellingMichael Schlauch, Cristina Sylla, Maitê Gil. 240-245 [doi]
- StarRescue: Transforming A Pong Game to Visually Convey the Concept of Turn-taking to Children with AutismYuxuan Huang, Yihe Wang, Tongxin Xiao, Rongqi Bei, Yuhang Zhao, Zhicong Lu, Xin Tong 0004. 246-252 [doi]
- Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal CommunicationEvren Bozgeyikli, Victor Gomes. 253-260 [doi]
- Self-Determination Theory - I Choose You!: The Limitations of Viewing Motivation in HCI Research Through the Lens of a Single TheorySusanne Poeller, Cody J. Phillips 0002. 261-262 [doi]
- Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research CommunityJulian Frommel, Regan L. Mandryk, Madison Klarkowski. 263-265 [doi]
- Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games ResearchKathrin Gerling, Max V. Birk. 266-267 [doi]
- Towards a Definition of Sportification with Generative Power Beyond SportsRobby van Delden, Rik de Sain, Dees B. W. Postma, Dennis Reidsma. 268-269 [doi]
- Playing Unbound: Towards a Radically Intersectional HCIJohanna Brewer. 270-272 [doi]
- Seung-ee and Kkaebi: A VR-Mobile Cross Platform Game based on Co-Presence for a Balanced Immersive ExperienceJinwook Kim, Pooseung Koh, Seokjun Kang, HyunYoung Jang, Jeongmi Lee, Juhan Nam, Young Yim Doh. 273-278 [doi]
- Dive In! Computer World Action: A Platform Game for Secondary School Students to Learn Boolean Operations in Computer ScienceHonglin Li, Chen Li. 279-285 [doi]
- "E-WAFE" - A Full Body Embodied Social ExergameAlexandra Kalaitzidou, Nathalie Senechal, Paschalis Dimitriou, Krishnan Chandran, Matthew McGinity. 286-290 [doi]
- Because the Night - Immersive Theatre for Digital Audiences: : Mapping the affordances of immersive theatre to digital interactions using game enginesGerard T. Mulvany. 291-296 [doi]
- "Survive the Party": An Educational Game about Relationships and ConsentTyree S. Cowell, Xinyu Yang, Jingyi Song, Rachel Pehrsson. 297-302 [doi]
- Focus Cat: Designing Idle Games to Promote Intermittent Practice and On-Going Adherence of Breathing Exercise for ADHDBook Sadprasid, Aaron Tabor, Erik J. Scheme, Scott Bateman. 303-310 [doi]
- Focus: A Detective Game about Cognitive DistortionsSamuel Potvin, Jérémie Auclair, Julien Berthier, Cyril Beze, Alexandre Bovin, Étienne Bourdages, Benjamin Erb, Anne-Julie Gagné, Juan Guillen, Sen Lai, Dave Plante, Pu Yaxuan, Joshua Wilson, Olivier Dion, Marc-Antoine Lebel, Philippe Therrien, Ferdinand Chupin, Tómas Rodriguez Munoz, Jérôme Yven, Pierre Tousignant, François-Xavier Dupas, Felix-Antoine Lauzon, Yannick Francillette. 311-317 [doi]
- Games and the MetaversePejman Mirza-Babaei, Raquel Robinson, Regan L. Mandryk, Johanna Pirker, Carissa Kang, Andrea Fletcher. 318-319 [doi]
- Effective Industry Research PartnershipJess Tompkins, Pejman Mirza-Babaei. 320-321 [doi]
- How to do User Experience Research in GamesLennart E. Nacke. 322-323 [doi]
- Disability and Play - What to consider beyond accessibilityKatta Spiel. 324-325 [doi]
- The Art of Scientific CommunicationRachel Kowert, Jessica Mccabe, Melissa Boone, Kelli Dunlap. 326 [doi]
- Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based GamesKarel Blontrock, Lukas Brijs, Lars Van Dijk, Jonas Gys, Jitske Van Peer, Vincent Renders, Kymeng Tang, Kathrin Gerling, Luc Geurts, Jeroen Wauters. 327-332 [doi]
- You Should Have Stayed Home: How to Captivate an Audience in VR TheatreGabriele Cimolino, T. C. Nicholas Graham, Laura Levin, Michaelah Wales, Michael Wheeler. 333-338 [doi]
- Playing With Sound Beings: A Sonic PlayfieldMariana Seiça, Licínio Roque, Pedro Martins 0003, F. Amílcar Cardoso. 339-344 [doi]
- Wizard Gauntlets Adventure: Appraising the Cognitive Load in Gesture-based EnvironmentTom Vanbrabant, Thomas Gielis, Douwe Ravers, Senne Roovers, Carl Walleghem, Sébastien Jacquemart. 345-350 [doi]
- The Longest Walk: A Retrospective of Biographical Game DesignAlexander James Tarvet. 351-356 [doi]
- Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play ActivitiesRobby van Delden, Dennis Reidsma, Joris P. Weijdom, Dirk Heylen. 357-363 [doi]
- From Augmented Reality Location-based Games To the Real-world MetaverseJiangnan Xu. 364-366 [doi]
- A Community-based Investigation of Competitive CheatingSelina Cho. 367-369 [doi]
- To Lag or Not to Lag: Understanding and Compensating Latency in Video GamesDavid Halbhuber. 370-373 [doi]
- "Come on, Guys, Let's Stick Together!": Organizational Dynamics Emerging among Players in a First-Person Shooter Video GameArianna Boldi. 374-377 [doi]
- Understanding Emotional Experience in Video Games: A Psychophysiological InvestigationYufei Cao. 378-380 [doi]
- Investigating the Impact of Digital Game Immersion on Post-Work RecoveryJon Mella. 381-383 [doi]
- Maybe We Don't Need a New Gamification Framework After AllKristina Kölln. 384-387 [doi]
- Towards Understanding the Design of Body-Actuated PlayRakesh Patibanda, Elise van den Hoven, Florian 'Floyd' Mueller. 388-391 [doi]
- The Spheres of Player Motivation: Understanding Players of Digital GamesCorey Thomas Martin. 392-394 [doi]
- Playful Participatory Approaches with Educators Facilitating Environmental AwarenessTanaya Vyas. 395-396 [doi]
- Work in Games: Exploring Player Experiences caused by In-game ActivitiesShruti Agrawal. 397-399 [doi]