Sebastian Weber 0002

dblp:11/2572-2 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0002-5418-8622ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2026 Satisficing vs. Maximizing in Prompt Writing: Trait and Task Effects in Human-AI Interaction
abstract
Generative AI systems are increasingly used for cognitively demanding tasks, yet little is known about how psychological factors shape user prompting behavior. This study investigates the role of individual satisficing tendencies in maximizing behavior when selecting prompt strategies across different task domains. In an online vignette experiment with 132 participants, individuals selected between satisficing and maximizing prompt options in five problem-solving scenarios. Satisficing tendencies were assessed using the Short Maximization Inventory, with algorithm aversion and prompt-writing competence included as controls. Linear mixed models showed that stronger satisficing tendencies were associated with reduced maximizing behavior, while higher self-reported competence predicted more maximizing. Participants maximized more in job-related and creative tasks, but satisficed more in writing and technical support tasks, suggesting that task characteristics shape prompting strategies. The results demonstrate that individual differences systematically affect interactions with generative AI. This highlights the importance of considering psychological dispositions in future research on human–AI collaboration.
Marc Wyszynski, Sebastian Weber 0002, Robin Fritzsche, Marcel Hofgesang, Björn Niehaves
CHI2
2024 Exploring the association between engagement with location-based game features and getting inspired about environmental issues and nature
abstract
Today, millions worldwide play popular location-based games (LBGs) such as Pokémon GO. LBGs are designed to be played outdoors, and past research has shown that they can incentivize players to travel to nature. To further explore this nature-connection, we investigated via a mixed-methods approach the connections between engagement with LBGs, inspiration and environmental awareness as follows. First, we identified relevant gamification features in Study 1. Based on the insights, we built a survey that we sent to Pokémon GO players (N=311) in Study 2. The results showed that (a) social networking features, reminders, and virtual objects were the most relevant gamification features to explain inspired by playing Pokémon GO and that (b) inspired to outdoor engagement partially mediated the relationship between inspired by playing Pokémon GO and environmental awareness. These results warrant further investigations into whether LBGs could motivate pro-environment attitudes and inspire people to care for nature.
Bastian Kordyaka, Samuli Laato, Sebastian Weber 0002, Juho Hamari, Björn Niehaves
CHI3
2024 Are stress and engagement in toxicity associated with sleep quality? A study with League of Legends players
abstract
Today, millions of people worldwide play popular multiplayer online battle arena games (MOBAs) such as League of Legends. MOBAs are designed to require real-time teamwork to win games. A side effect of this is toxic behavior (an umbrella term for various negative in-game behaviors). Following Transactional Stress Theory, in this study, we consider toxicity as a coping mechanism to better deal with in-game stress that leads to anger and frustration, potentially leading to subsequent sleep problems. Therefore, we asked League of Legends players (N=212) about their experiences within the last 30 days in a retrospective survey study. Our results indicated that perceived stress was, indeed, a positive predictor of sleeping problems, and toxic behavior partially mediated this relationship. These results indicate that some of the toxicity is caused by stress in play and that it may increase the likelihood of the occurrence of subsequent sleeping problems. Therefore, further efforts are needed to help players to develop harmonious means and techniques for coping with experienced in-game stress.
Bastian Kordyaka, Samuli Laato, Sebastian Weber 0002, Björn Niehaves
Proc. ACM Hum. Comput. Interact.3