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CHI PLAY 2017: Amsterdam, The Netherlands
- Ben A. M. Schouten, Panos Markopoulos, Phoebe O. Toups Dugas, Paul A. Cairns, Tilde Bekker:
Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017, Amsterdam, Netherlands, October 15 - 18, 2017. ACM 2017, ISBN 978-1-4503-5111-9
Spotlights
- Betty Sargeant, Florian 'Floyd' Mueller, Justin Dwyer:
Using HTC Vive and TouchDesigner to Projection-Map Moving Objects in 3D Space: A Playful Participatory Artwork. 1-11 - Mmachi G. Obiorah, Emily Harburg, Maarten Bos, Michael S. Horn:
JumpGym: Exploring the Impact of a Jumping Exergame for Waiting Areas. 13-24 - Daniel P. O. Wiedemann, Peter J. Passmore, Magnus Moar:
Local Multiplayer Immersion Affected by 3D Stereoscopy. 25-35 - Kieran Nolan:
Indie Game and Media Art Exhibition Spaces as Interface Layers. 37-45 - Cynthia Putnam, Amanda Lin, Vansanth Subramanian, Dorian C. Anderson, Erica Christian, Bharathi Swaminathan, Sai Yalla, William Cotter, Danielle Ciccone, Jinghui Cheng:
Effects of Commercial Exergames on Motivation in Brian Injury Therapy. 47-59 - Janet C. Read, Suzanne Clarke, Dan Fitton, Rhianne Jones, Matthew Horton, Gavin Sim:
Touching Base on Children's Interactions with Tablet Games. 61-72 - Amelia W. Cole, Denise T. Quesnel, Serkan Pekçetin, Diane Gromala, Heather O'Brien, Alissa Nicole Antle, Bernhard E. Riecke:
Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications. 73-85 - Gabriele Ferri, Mauro Salvador, Ben A. M. Schouten, Ivan Venturi:
Memory Must Not Be Lost: "Progetto Ustica" and Civically-Engaged Games. 87-97 - Vanessa Cesário, Marko Radeta, Sónia Matos, Valentina Nisi:
The Ocean Game: Assessing Children's Engagement and Learning in a Museum Setting Using a Treasure-Hunt Game. 99-109 - Harald Warmelink, Igor Mayer, Jessika Weber, Bram Heijligers, Mata Haggis, Erwin M. Peters, Max M. Louwerse:
AMELIO: Evaluating the Team-building Potential of a Mixed Reality Escape Room Game. 111-123 - M. P. Jacob Habgood, David Wilson, David Moore, Sergio Alapont:
HCI Lessons From PlayStation VR. 125-135 - Cale J. Passmore, Rowan K. Yates, Max Valentin Birk, Regan L. Mandryk:
Racial Diversity in Indie Games: Patterns, Challenges, and Opportunties. 137-151 - Johannes Pfau, Jan David Smeddinck, Rainer Malaka:
Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving. 153-164 - Theresa Jean Tanenbaum, Daniel L. Gardner, Michael A. Cowling:
Teaching Pervasive Game Design in a Zombie Apocalypse. 165-177
Poster Session: Purposeful Games
- Cynthia Putnam, Dorian C. Anderson, Wayne Hosley Jr., Jinghui Cheng, Lisa Goldman:
Cognitive Rehabilitation Potential of a Driving Simulation Game for BrainInjury: A Pilot Study. 179-185 - José M. Font, Alexander Hedvall, Emil Svensson:
Towards Teaching Maternal Healthcare and Nutrition in Rural Ethiopia through a Serious Game. 187-193 - Elizabeth Rowe, Jodi Asbell-Clarke, Kathryn Cunningham, Santiago Gasca:
Assessing Implicit Computational Thinking in Zoombinis Gameplay: Pizza Pass, Fleens & Bubblewonder Abyss. 195-200 - Yui Tanaka, Ryohei Egusa, Yuuki Dobashi, Fusako Kusunoki, Etsuji Yamaguchi, Shigenori Inagaki, Tomoyuki Nogami:
Children's Evaluations of a System Supporting Observation of Anatomies and Behaviors of Animals in Zoos. 201-206 - Ryohei Egusa, Shuya Kawaguchi, Tsugunosuke Sakai, Hiroshi Mizoguchi, Fusako Kusunoki, Miki Namatame, Shigenori Inagaki:
Implementation and Evaluation of Accessible Caption System in Universal Puppetry: A Case Study on Hearing Impaired Children at the Elementary School of Deaf. 207-212 - Anouk Tuijnman, Isabela Granic, Josh Whitkin, Rutger C. M. E. Engels:
Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents. 213-221 - Hanne Huygelier, Céline R. Gillebert, Raymond van Ee, Vero Vanden Abeele:
The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits. 223-230 - Daniel Steffen, Corinna A. Christmann, Wolfgang Teufl, Gabriele Bleser:
No Game, No Pain?: Towards a Mobile Exergame for Rehabilitation. 231-237 - Ignacio Miralles, Carlos Granell, Luis E. Rodríguez-Pupo, Sven Casteleyn, Joaquín Huerta:
Games, Health and the City: Developing Location-Aware Games for Leveraging the Most Suitable Places for Physical Activity. 239-245 - Martyn Mees, Tim Jay, Jacob Habgood, Paul A. Howard-Jones:
Researching Adaptivity for Individual Differences in Numeracy Games. 247-253 - William J. Farr, Marilyn Poole, Clive Thursfield, Ian Male:
Acceptance of a Neuropaediatric Exergame Rehabilitation System with Severe Cerebral Palsy. 255-260 - Naomi Iga, Asuka Wakao, Kohei Matsumura, Roberto Lopez-Gulliver, Haruo Noma:
Improving Relationships between Parents and Children in Shopping Malls by Using a Digital Treasure Hunting Game. 261-267 - Karsten Gielis, Filipa Brito, Jos Tournoy, Vero Vanden Abeele:
Can Card Games Be Used to Assess Mild Cognitive Impairment?: A Study of Klondike Solitaire and Cognitive Functions. 269-276 - Kaitlyn M. Roose, Elizabeth S. Veinott:
Roller Coaster Park Manager by Day Problem Solver by Night: Effect of Video Game Play on Problem Solving. 277-282 - Monique Tabak, Miriam Cabrita, Thomas Schüler, David Hörst, René Heuven, Benjamin Kinast, Annika Thomas:
"Dinner is ready!": Virtual Reality Assisted Training for Chronic Pain Rehabilitation. 283-289 - Sidhant Goyal, Simran Chopra, Dileep Mohanan:
CodeFruits: Teaching Computational Thinking Skills Through Hand Gestures. 291-298 - Amare Birhanu, Stefan Rank:
KeynVision: Exploring Piano Pedagogy in Mixed Reality. 299-304
Poster Session: Game Design
- Sharon T. Steinemann, Benjamin Geelan, Kristy de Salas, Klaus Opwis:
Simple Acts for a Better World: A Gameful System for Prosocial Behavior: Preliminary Design and Research Plan. 305-313 - Bernhard Maurer, Alina Krischkowsky, Manfred Tscheligi:
Exploring Gaze and Hand Gestures for Non-Verbal In-Game Communication. 315-322 - Konstantin Wegner, Sven Seele, Helmut Buhler, Sebastian Misztal, Rainer Herpers, Jonas Schild:
Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game. 323-329 - Xavier Fonseca, Stephan G. Lukosch, Heide K. Lukosch, Simon Tiemersma, Frances M. T. Brazier:
Requirements and Game Ideas for Social Interaction in Mobile Outdoor Games. 331-337 - Jack Davenport, Mark Lochrie, John Law:
Supporting Creative Confidence in a Musical Composition Workshop: Sound of Colour. 339-344 - Jingya Li, Erik D. Van der Spek, Jun Hu, Loe M. G. Feijs:
SEE ME ROAR: Self-determination Enhanced Engagement for Math Education Relying On Augmented Reality. 345-351 - Thomas Fröhlich, Jan von Oehsen, Rainer Malaka:
Productivity & Play: A First-Person Shooter for Fast and Easy Scene Design. 353-359 - Reza Khoshkangini, Annapaola Marconi, Giuseppe Valetto:
Machine Learning for Personalized Challenges in a Gamified Sustainable Mobility Scenario. 361-368 - Daniil Umanski, Yael Avni, Michal Rinott:
Sonora: Inclusive Voice Play For Children With Various Abilities. 369-374 - Aishat Aloba, Gabriel Coleman, Triton Ong, Shan Yan, Dehlia Albrecht, Marko Suvajdzic, Lisa Anthony:
From Board Game to Digital Game: Designing a Mobile Game for Children to Learn About Invasive Species. 375-382 - Danica Mast, Michel Bosman, Sylvia Schipper, Samantha Diederiks, Sanne de Vries:
Adding Interactivity to BalanSAR: a Spatial Augmented Reality Game for Balancing in Physical Education. 383-389 - Michal Rinott, Daniil Umanski:
The Drawbox Project: Open Ended Play Over a Distance. 391-396 - Chris Madge, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio:
Experiment-Driven Development of a GWAP for Marking Segments in Text. 397-404 - Roger Altizer Jr., José P. Zagal, Erin Johnson, Bob Wong, Rebecca Anderson, Jeffery Botkin, Erin Rothwell:
Design Box Case Study: Facilitating Interdisciplinary Collaboration and Participatory Design in Game Developm. 405-412 - Theresa Jean Tanenbaum, Karen Tanenbaum, Michael A. Cowling:
Designing Hybrid Games for Playful Fabrication: Augmentation, Accumulation & Idleness. 413-419 - Ke Jing, Natalie Nygaard, Theresa Jean Tanenbaum:
Magia Transformo: Designing for Mixed Reality Transformative Play. 421-429 - Jiabao Li, Honghao Deng, Panagiotis Michalatos:
MagicTorch: A Context-aware Projection System for Asymmetrical VR Games. 431-436
Poster Session: Player Experience
- Fares Kayali, Oliver Hödl, Geraldine Fitzpatrick, Peter Purgathofer, Alexander Filipp, Ruth Mateus-Berr, Ulrich Kühn, Thomas Wagensommerer, Johannes Kretz, Susanne Kirchmayr:
Playful Technology-Mediated Audience Participation in a Live Music Event. 437-443 - Nicholas O'Donnell, Dennis L. Kappen, Zachary Fitz-Walter, Sebastian Deterding, Lennart E. Nacke, Daniel M. Johnson:
How Multidisciplinary is Gamification Research?: Results from a Scoping Review. 445-452 - Joanneke Weerdmeester, Marieke van Rooij, Owen Harris, Niki Smit, Rutger C. M. E. Engels, Isabela Granic:
Exploring the Role of Self-efficacy in Biofeedback Video Games. 453-461 - Mehmet Kosa, Ahmet Uysal:
Trait Mindfulness and Player Experience. 463-470 - Xipei Ren, Yudan Ma, Yuan Lu, Aarnout Brombacher:
ShuttleKicker+: Designing Gamified Sonification to Augment the Physical Leisure Activity. 471-478 - Kourosh Naderi, Jari Takatalo, Perttu Hämäläinen:
Towards Computer-Aided Imagery in Sport and Exercise. 479-485 - Janne Paavilainen:
Playability: A Game-Centric Definition. 487-494 - Glena Helen Iten, Sharon T. Steinemann, Klaus Opwis:
To Save or To Sacrifice?: Understanding Meaningful Choices in Games. 495-502 - Shringi Kumari, Christopher Power, Paul A. Cairns:
Investigating Uncertainty in Digital Games and its Impact on Player Immersion. 503-509 - Zhuying Li, Felix Brandmueller, Florian 'Floyd' Mueller, Stefan Greuter:
Ingestible Games: Swallowing a Digital Sensor to Play a Game. 511-518 - Melissa J. Rogerson, Martin R. Gibbs, Wally Smith:
What can We Learn from Eye Tracking Boardgame Play? 519-526 - Chloe Eghtebas, Christian Haupt, Gudrun Klinker:
Recommendations for Building Gamified Calibration Technologies for BCI Applications. 527-533 - Aung Pyae, Mika Luimula, Jouni Smed:
Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go. 535-541 - Bastian Kordyaka, Marius Müller, Björn Niehaves:
MOBA as a Stage: Explaining Purchase Behavior through different Strategies of Self-Presentation. 543-550 - Kate Carey, Emily Saltz, Jacob Rosenbloom, Mark Micheli, Judeth Oden Choi, Jessica Hammer:
Toward Measuring Empathy in Virtual Reality. 551-559 - Pedro Reynolds-Cuéllar, Cynthia Breazeal:
Emotional Robocoaster: An Exploration on Emotions, Research Methods and Introspection. 561-567 - Cynthia M. Sifonis:
Attributes of Ingress Gaming Locations Contributing to Players' Place Attachment. 569-575
Course
- Sebastian Deterding:
How to Do Gameful Design. 581-583
Student Game Design Competitiion
- Jiabao Li, Honghao Deng, Panagiotis Michalatos:
CatEscape: An Asymmetrical Multiplatform Game Connecting Virtual, Augmented and Physical World. 585-590 - Blake Williford, Matthew Runyon, Adil Hamid Malla, Wayne Li, Julie Linsey, Tracy Hammond:
ZenSketch: A Sketch-based Game For Improving Line Work. 591-598 - Daphne Ariadne Muller, Caro R. van Kessel, Sam Janssen:
Through Pink and Blue Glasses: Designing a Dispositional Empathy Game Using Gender Stereotypes and Virtual Reality. 599-605 - Amber G. O'Brien:
The Pantheon of Dream: Playing with emergent and embedded narratives to increase player immersion. 607-613 - Sultan A. Alharthi, Ruth C. Torres, Ahmed S. Khalaf, Phoebe O. Toups Dugas:
The Maze: Enabling Collaborative Planning in Games Through Annotation Interfaces. 615-620 - Justin Fanzo, Rachel Gu, Jinchao Han, Ketul Majmudar, Tony Deng, Flora Cheng, Chaoya Li, Jessica Hammer:
What Lurks in the Dark: An Audience Participation Horror Game. 621-624 - Felix Brandmueller, Zhuying Li:
Guts Game: A Game using Ingestible Sensors. 625-631 - Jibran Khan, Jun Wang, Xueyang Wang, Yonglin Zhang, Jessica Hammer, Scott Stevens, Ricardo Washington:
Angle Jungle: An Educational Game about Angles. 633-638 - Oguz Turan Buruk, Ismet Melih Özbeyli, Oguzhan Özcan:
WEARPG: Movement-Based Tabletop Role-Playing Game with Arm-Worn Devices and an Augmented Die. 639-646 - Jacob Rosenbloom, Abhinav Sinha, KyungKuk Kim, Sunil Nayak, Fu Yen Hsiao, Justin Campbell, Ralph Vituccio, Heather Kelley:
Project Hindsight: Seamless Interactive Film For Virtual Reality. 647-652
Workshops
- Kathrin Gerling, Guenter Wallner, Pejman Mirza-Babaei, John Shearer, Conor Linehan, Kieran Hicks:
Exploiting Players?: Critical Reflections on Participation in Game Development. 653-655 - Gustavo Fortes Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose M. M. van Dooren, Lennart E. Nacke:
Positive Gaming: Workshop on Gamification and Games for Wellbeing. 657-660 - Phoebe O. Toups Dugas, Nicolas J. LaLone, Oguz Turan Buruk, Theresa Jean Tanenbaum, Aaron Trammell, Jessica Hammer, Ansgar E. Depping:
Augmented Tabletop Games Workshop. 661-666 - Martijn J. L. Kors, Karel Millenaar, Erik D. Van der Spek, Gabriele Ferri, Ben A. M. Schouten, Alyea Sandovar, Cas Ketel, Joris Dormans:
Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent. 667-671 - Regan L. Mandryk, Max Valentin Birk, Adam Lobel, Marieke van Rooij, Isabela Granic, Vero Vanden Abeele:
Games for the Assessment and Treatment of Mental Health. 673-678
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