Enrica Loria

dblp:228/5997 · DBLP profile ↗
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10ranked-venue papers
5as first author
8since 2021 · last 2025
0000-0003-3682-7459ORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Stay and Play - Modeling Social Influence of Players in the Steam Gaming Community
Enrica Loria, Alessia Antelmi, Carmine Spagnuolo, Johanna Pirker
ICEC1
2022 The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis
abstract
People approach video games for a multitude of reasons, such as connecting with others, escaping reality, or challenging their abilities. As a consequence, video games have reached an increasingly broader audience and their consumption was even more pronounced during the COVID-19 pandemic. Recent studies have shown how playing video games together improved the well-being of people during period of movement restriction and how video games were an important tool for connecting with physically distant people. However, little is known about how the relationships of people with video games have changed across the years. In order to answer this question, we collected data from the Steam platform and analyzed players’ opinions about multiplayer video games as stated in the respective reviews. The reviews analysis showed that players had played more and in addition their reviews had not been influenced by the difficulties of this significant moment. Their contribution, however, had been less relevant for the community when compared to the situation in the years before the pandemic. Finally, an increase in players choosing to play more casual and amusing games became evident.
Simone Petrosino, Enrica Loria, Alexander Kainz, Johanna Pirker
FDG2
2022 Virtual Reality and Education - The Steam Panorama
abstract
Virtual Reality (VR) is increasingly being used as an education medium also enabled by advances in the consumer market, making the devices less expensive and the setup easier. The hardware is more accessible, and players can use Steam as the leading distribution platform for VR applications. Hence, more and more VR applications are being published, also for educational purposes. However, the VR educational games panorama is yet to be described due to the recent rise of this area, as well as users’ perceptions (both learners and educators) and issues specific to each learning domain. Towards this, we provide a first analysis of the Steam educational VR applications. We report an analysis of user reviews describing the positive and negative characteristics of VR experiences. Finally, we give an overview of popular educational VR experiences and what we can learn from reviewers about the design requirements for specific learning fields.
Johanna Pirker, Enrica Loria, Alexander Kainz, Johannes Kopf 0002, Andreas Dengel 0002
FDG2
2022 The Potential of Augmented Reality for Digital Twins: A Literature Review
abstract
As the boundary between real and virtual life is becoming increasingly blurred, researchers and practitioners are looking for ways to integrate the two intending to improve human lives in a plethora of domains. A cutting-edge concept is the design of Digital Twins (DT), having a broad range of implications and applications, spanning from education, training, as well as safety and productivity in the workplace. An emergent approach for implementing DTs is the usage of mixed reality (MR) and augmented reality (AR), which are well aligned with merging real and virtual objects to enhance the human’s ability to interact with and manage DTs. Yet, this is still a novel area of research and, as such, a grounded understanding of the current state, challenges, and open questions is still lacking. Towards this, we conducted a PRISMA-based literature review of scientific articles and book chapters dealing with the use of MR and AR for digital twins. After a thorough screening phase and eligibility check, 25 papers were analyzed, sorted and compared by different categories like research topic (e.g., visualization, guidance), domain (e.g., manufacturing, education), paper type (e.g., design study, evaluation), evaluation type (user study, case study or none), used hardware (e.g., Microsoft HoloLens, mobile devices) as well as the different outcomes (result type and topic, problems, outlook). The major finding of this research survey is the predominant focus of the reviewed papers on the technology itself and the neglect of factors regarding the users. We, therefore, encourage researchers in this area to keep the importance of ease and joy of use in mind and include users in multiple stages of their work.
Andreas Künz, Sabrina Rosmann, Enrica Loria, Johanna Pirker
VR3
2021 Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case
abstract
In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other games or even in the real world. Recent research has investigated social phenomena within the player social network of several multiplayer games, yet we still know very little about how these networks are shaped and formed. Specifically, we are unaware of how the game type and its mechanics are related to its community structure and how those structures vary in different games. This paper presents an initial analysis of Steam users and how friendships on Steam are formed around 200 games. We examine the friendship graphs of these 200 games by dividing them into clusters to compare their network properties and their specific characteristics (e.g., genre, game elements, and mechanics). We found how the Steam user-defined tags better characterized the clusters than the game genre, suggesting that how players perceive and use the game also reflects how they connect in the community. Moreover, team-based games are associated with more cohesive and clustered networks than games with a stronger single-player focus, supporting the idea that playing together in teams more likely produces social capital (i.e., Steam friendships).
Enrica Loria, Alessia Antelmi, Johanna Pirker
CoG1
2021 #StayHome Playing LoL - Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns
abstract
Humans are social beings. It is therefore not surprising that the social distancing and movement restrictions associated with the Covid-19 pandemic had severe consequences for the well-being of large sections of the population, leading to increased loneliness and related mental diseases. Many people found emotional shelter in online multiplayer games, which have already proven to be great social incubators. While the positive effect games had on individuals has become evident, we are still unaware of how and if games fostered the fundamental need for connectedness that people sought. In other words: how have the social bonds and interaction patterns of players changed with the advent of the pandemic? For this purpose, we analyzed one year of data from an online multiplayer game (League of Legends) to observe the impact of Covid-19 on player assiduity and sociality in three different geographical regions (i.e., Europe, North America, and South Korea). Our results show a strong relationship between the development of Covid-19 restrictions and player activity, together with more robust and recurrent social bonds, especially for players committed to the game. Additionally, players with reinforced social bonds—i.e., people played with similar teammates—were more likely to stay in the game even once the restrictions were lifted.
Simone Petrosino, Enrica Loria, Johanna Pirker
FDG2
2021 On Social Contagion in Gamification: The Power of Influencers in a Location-Based Gameful System
abstract
Social connections shape our behaviour because of peer pressure and social contagion. This phenomenon is amplified in online networks by particularly influential individuals: influencers. Although this concept originated in social media, recent research shows how influencers can also exist in games and affect players' long-term retention. Prolonged retention caused by influencers could benefit gameful systems, especially if the system's goal is positive behavioural change. Retention is desirable because it can aid in internalizing new habits. Therefore, we investigated retention influencers' presence within a location-based persuasive gamified system (Play&Go) and their influence on other behaviours (i.e., the pursuit of a gamification goal), via social network analysis techniques. Results show how retention influencers exist in Play&Go and how studying different influence types (which push the systems' goals) may lead to different influencer groups. Our findings emphasize the importance of social mechanics in location-based gamification and discuss the value of understanding a player community to improve game design.
Enrica Loria, Lennart E. Nacke, Annapaola Marconi
Proc. ACM Hum. Comput. Interact.1
2021 A Gamification Platform to Analyze and Influence Citizens' Daily Transportation Choices
abstract
An effective, efficient, and ecological transport service needs a decision support system to inform the administrations, while intelligently assisting citizens' daily transportation choices. This work presents a full-fledged Gamification Platform to develop and run sustainable mobility campaigns promoting individual green mobility behaviors. We organize geolocalized and temporal information on users' tracked trips into a rich dataset that decision-makers can exploit to analyze citizens' daily transportation choices and balance the demand and the offer of the mobility ecosystem. Through the Gamification Platform, we define three different use case scenarios - i.e., mobility within the city, home-work mobility, and home-school mobility. We also evaluate the platform according to both gameful design guidelines and persuasive technology best practices. Our findings show how long-term retention and engagement can be achieved when the gameful system's design and maintenance are assisted by the Gamification Platform, merging both administrative requirements and users' needs towards an iteratively adaptive and personalized experience.
Raman Kazhamiakin, Enrica Loria, Annapaola Marconi, Mauro Scanagatta
IEEE Trans. Intell. Transp. Syst.2
2020 Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer Game
abstract
In social and online media, influencers have traditionally been understood as highly visible individuals. Recent outcomes suggest that people are likely to mimic influencers’ behavior, which can be exploited, for instance, in marketing strategies. Also in the Games User Research field, the interest in studying player social networks has emerged due to the heavy reliance on online influencers in marketing campaigns for games, as well as in keeping players engaged. Despite the inherent value of those individuals, it is still difficult to identify influencers, as the definition of influencers is a debated topic. Thus, how can we identify influencers, and are they indeed the individuals impacting others’ behavior? In this work, we focus on influence in retention to verify whether central players impacted others’ permanence in the game. We identified the central players in the social network built from the competitive player-vs-player (PvP) multiplayer (Crucible) matches in the online shooter Destiny. Then, we computed influence scores for each player evaluating the increase in similarity over time between two connected individuals. In this paper, we were able to show the first indications that the traditional metrics for influencers do not necessarily apply for games. On the contrary, we found that the group of central players was distinct from the group of influential players, defined as the individuals with the highest influence scores. Then, we provide an analysis of the two groups.
Enrica Loria, Johanna Pirker, Anders Drachen, Annapaola Marconi
CoG1
2020 Reading Between the Lines - Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems
abstract
Players’ retainment can be fostered by investigating whether the game elements players are interacting with are to their liking and tailoring game dynamics to meet their preferences. Thus, adaptive gameplay is a widely interesting topic in both the Game User Research field and the game industry. Considering that explicit information on players’ preferences often lacks, alternative approaches are needed. This task becomes even more challenging when the gameplay data available is limited due to the simplicity of the system employed, as it occurs in gameful systems in contrast to complex entertainment games or serious games. In this work, we propose an algorithm that exploits user behaviors as an implicit component to compute players’ preferences by measuring their level of activity. The application domain is a persuasive gameful system, and the customizable game elements are single-player challenges. The proposed algorithm uses offline gameplay data to compute a preference score for every viable option. The outcomes are then compared against a ground truth calculated from players’ in-game choices. Our findings suggest that players’ behaviors can be used to inform the generation of tailored game elements.
Enrica Loria, Annapaola Marconi
FDG1