VLDB 2026 Research / reviewers in the wild / expert
Maximilian A. Friehs
dblp:207/3931 · also Maximilian Achim Friehs
· DBLP profile ↗
9ranked-venue papers
2as first author
8since 2021 · last 2026
0000-0002-9362-4140ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 2 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Between Player Experience and Experimental Control: Designing a Research Game for Cognitive PsychologyabstractWe present Legend of the Lunchbox, an applied gaming task co-designed with psychology researchers for use in behavioral and neuroimaging studies of property verification. In this paper, we use its development as a design case to examine how tensions between game design goals and experimental validity surface in concrete decisions about aesthetics, feedback, pacing, and interaction. Rather than treating the game as a one-off intervention, we designed it as a configurable research instrument: psychology experimenters can adjust stimuli, timing, feedback, and presentation conditions without modifying the codebase. Drawing on an iterative collaboration across concept sketches, mock-ups, prototypes, and researcher feedback sessions, we analyze key design considerations that illustrate trade-offs between player engagement and experimental control, expressive aesthetics and neutral stimuli, and a fixed game experience and experimental flexibility. From these, we derive design principles for creating configurable applied gaming tasks that support both current and future studies in psychology and beyond. Tim Yeung, Maximilian A. Friehs, Philipp Kuhnke, Gesa Hartwigsen, Markus Kiefer, Marcello A. Gómez Maureira |
FDG | 2 |
| 2025 | Mapping Practices of Academic Game DevelopmentabstractThis study examines academic game development as a collaborative and practical process, investigating the use of games as research tools through interviews with eight researchers and developers across multiple countries. Participants employed games to enhance motivation, immersion, or as necessary experimental contexts. Through a thematic analysis we identified nine key challenges and opportunities, including collaboration difficulties, communication barriers, and disparities in gaming experience. We highlight the need for improved documentation, structured collaboration strategies, and critical consideration of how game elements influence research validity. Additionally, we reflect on the potential role of an 'academic game developer' specialization to bridge the gap between research objectives and game design, supporting more effective interdisciplinary collaboration. This study serves as an initial exploration of the complexities of integrating game development into research, laying the groundwork for future studies to investigate these challenges in greater depth. Tim Yeung, Maximilian A. Friehs, Marcello A. Gómez Maureira |
FDG | 2 |
| 2025 | Gaming with Etiquette: Exploring Courtesy as a Game Mechanic in Speech-Based GamesabstractAs the gaming industry advances, it seeks increased immersion. Concurrently, recent advancements in speech recognition substantially enhanced its accuracy, creating opportunities for speech-based interactions in gameplay. Integrating speech into single-player games with non-player characters (NPCs) introduces a new social dimension. Yet, like toxicity in social media and multiplayer games, anti-social behavior can infiltrate NPC interactions, generating a toxic gaming atmosphere. We designed a speech-based game called “A Day at the Office” and conducted a within-subject study with 26 participants to explore player interactions with NPCs possessing different human qualities. Furthermore, we introduced courtesy-based game mechanics, where NPCs react to players’ choice of words and loudness, investigating player experiences. Results revealed that participants spoke differently with NPCs based on their human qualities, such as gender and hierarchical roles. Moreover, the courtesy-based interactions fostered greater cognitive engagement, suggesting that tactful interactions contribute to enhanced immersion and presence in the game. Nima Zargham, Leon Tristan Dratzidis, Dmitry Alexandrovsky, Maximilian A. Friehs, Rainer Malaka |
Int. J. Hum. Comput. Interact. | 4 |
| 2025 | Pixels and people: Exploring the dynamics of engagement and disengagement in Minecraft's multiplayer realmabstract• Disengagement is a multicausal player choice, not a design failure • Disengagement can be supported by various game design features • Internal, external, motivational, emotional factors influence dis(engagement) • (Dis)engagement triggers, supports and suppressors are identified Engagement is often viewed as the holy grail of digital experiences, particularly video games, while disengagement is seen as a consequence of poor design. This study attempts to flip the script, exploring disengagement as a natural part of the user journey rather than a failure of game design. Focusing on the popular open-world game Minecraft, the research investigates dynamics triggering engagement and disengagement in the multiplayer mode through the lenses of established frameworks like the Process Model of Engagement as well as the Mechanics, Dynamics, and Aesthetics model. Semi-structured focus-group interviews conducted with 15 participants analyzed using Mayring's content analysis revealed social connections, novelty, progression, goal-driven gameplay, and adrenaline-fueled combat as key drivers that keep players hooked. Yet, the very act of achieving goals, absence of friends, overplay, setbacks, skill gaps, negative interactions, and the demands of the real world can trigger a powerful urge to disengage. Far from a design flaw, this research expands the body of literature suggesting that disengagement is a vital component of user autonomy. By redefining success beyond mere engagement metrics, the study paves the way for responsible gaming practices that empower players to make informed choices about their level of involvement. It beckons us to embrace a holistic vision of genuinely sustainable, ethical, and meaningful digital experiences that respect user autonomy and cultivate healthy engagement patterns. Vi Anh Doan, Dmitry Alexandrovsky, Iris van Sintemaartensdijk, Kathrin Maria Gerling, Maximilian A. Friehs |
Int. J. Hum. Comput. Stud. | 5 |
| 2024 | You Got It in Your Hands: Stop-Signal Modality Influences on Reactive Response Inhibition with Gaming ControlsabstractMastering the art of stopping initiated actions is vital when playing video games. However, what characteristics make up the perfect warning or stop-signal remains unclear. In the present study we compared performance in a basic and a gamified stop-signal task depending on different stop-signal modalities: auditory, haptic and audio-haptic. Data from a complete within-subjects design (N = 24), revealed an advantage of haptic or audio-haptic stop-signals as compared to purely auditory ones. Further, results show an overall slower performance in the game-version compared to the basic version. With regards to the subjective experience, the results revealed higher motivation to perform in the gamified task, but a somewhat deeper flow experience in the basic task. In sum, these results confirm that stop-signal modality influences reactive response inhibition in both basic and gamified tasks. Future research may extend and generalize these findings to other cross-modal and more complicated gaming setups. Game developers may draw on these findings to optimize the communication of stop signals via vibrations in a handheld controller. Nikola Markiewicz, Miruna Russa, Annemiek Fokkens, Martin Dechant, Maximilian A. Friehs |
Int. J. Hum. Comput. Interact. | 5 |
| 2022 | Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive GamingabstractThis work explores perceptions of performance enhancer usage in esports. Specifically, we explored the perception of: food and food supplements; non-medical use of prescription drugs; drugs with some social acceptance (e.g. alcohol, nicotine, cannabis); drugs with lower social acceptance (e.g., psychedelics, opioids); and non-invasive brain stimulation (e.g. transcranial direct current stimulation). A mixed-methods approach was used to triangulate findings around three data sets, including both prompted and unprompted online forum comments, as well as survey data. The studies evidence that players are willing to use or are already using enhancers to increase their in-game performance, and that players are generally concerned about the use of enhancers in professional esports contexts. Furthermore, the community perceives that a substantial number of e-athletes use enhancers. The core contribution of this work is a comprehensive investigation into perspectives of esports performance enhancement, which highlights the urgent need for further research, as well as regulation by esports leagues. Maximilian A. Friehs, Madison Klarkowski, Julian Frommel, Cody J. Phillips 0002, Regan L. Mandryk |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious GameabstractMany serious games are most effective when played regularly; however, little is known about how individual game elements support player adherence over time. This work draws on evidence from existing frameworks and game design theories as well as from the design of casual games to investigate how individual game mechanics affect player attrition in a serious game. We implemented a math-learning game in which we could individually layer various game mechanics, and over the course of 3 weeks, 99 participants played one of six versions: Baseline, Rewards, Novelty, Completion, Waiting, or Blocking. We compared the game versions by analyzing the players’ performance as well as behaviour. Using survival analysis, we identified that the addition of Completion and Blocking mechanics facilitated the strongest sustained engagement. These findings are congruent with existing theories of player experience and promote the development of guidelines on designing for sustained engagement in serious games. Dmitry Alexandrovsky, Maximilian A. Friehs, Jendrik Grittner, Susanne Putze, Max Birk, Rainer Malaka, Regan L. Mandryk |
CHI | 2 |
| 2021 | Shocking advantage! Improving digital game performance using non-invasive brain stimulationabstractAs digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, & Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games. Maximilian A. Friehs, Martin Dechant, Sarah Vedress, Christian Frings, Regan L. Mandryk |
Int. J. Hum. Comput. Stud. | 1 |
| 2019 | Red or blue pill: fostering identification and transportation through dialogue choices in RPGsabstractThrough free choice, individuals can exert control over the environment and experience agency. Research has suggested that tailoring aspects of choice to a player's type can provide benefits; however, commercial Role Playing Games (RPGs) generally provide static opposing options from a spectrum (e.g., paragon versus renegade). To inform the design of choices in RPGs, we conducted three studies comparing configurations of dialogue choices across the morality spectrum in an RPG prototype. Study 1 compared two polar (opposing) choices with two moral or two immoral choices. Study 2 contrasted polar choices with similar choices tailored to the player's morality, modelled from their initial 10 decisions. Study 3 compared polar choices with two tailored and one opposing choice. Our results consistently show that including the opposing choice is important to a player's identification with their character, even when we can reliably predict the decision that they will make. Jason T. Bowey, Maximilian A. Friehs, Regan L. Mandryk |
FDG | 2 |