VLDB 2026 Research / reviewers in the wild / expert
John Dunham
dblp:266/3238
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2025
0000-0001-9348-6983ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GOabstractLocation-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. In this paper, we leverage several of the most popular LBG (circa 2019) to identify the players of such games: their traits, gratifications, and links therein. To achieve our objective, we deployed surveys to 2390 active LBG players utilising Tondello et al.'s Player Traits Model and Scale of Game Playing Preferences and Hamari's scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) illustrate how the core loops of the studied games impact the expressed gratifications and the affine traits of players, and most centrally, (3) indicate a vital distinction between hardcore and casual players based on both traits and gratifications. Overall, our findings elucidate the players of LBG, their traits, and the gratifications they derive from playing LBGs. John Dunham, Konstantinos Papangelis, Nicolas J. LaLone |
Behav. Inf. Technol. | 1 |
| 2025 | Understanding the Interplay between the Digital and the Physical in Shared AR Gaming: Probing through Urban LegendsabstractShared Augmented Reality (Shared AR) is an emerging technology that enables multiple users to interact synchronously within a collocated AR environment. Yet, there is limited research on the group interactions and dynamics in Shared AR, particularly in the context of gaming. To address this gap, we investigate Shared AR group interactions using a phone-based Shared AR mobile game called Urban Legends . Through in situ observations, focus groups, and one-on-one interviews with 22 participants, we examine how users collaborate and communicate within the game. Our findings reveal that while verbal communication predominates, non-verbal cues are often overlooked by collocated participants, and users initially struggle to recognize the expansive virtual space and the need for physical movement. Over time, users adapt to the hybrid environment, demonstrating increasing spatial awareness and more dynamic collaboration. Based on these insights, we present a suite of design recommendations for enhancing spatial awareness, supporting multi-modal communication, and fostering engaging group dynamics in future Shared AR applications. Jiangnan Xu, Sanzida Mojib Luna, Garreth W. Tigwell, Nicolas J. LaLone, Michael Saker, Samuli Laato, John Dunham, Alan Chamberlain, Konstantinos Papangelis |
ACM Trans. Comput. Hum. Interact. | 7 |
| 2024 | Communication, Collaboration, and Coordination in a Co-located Shared Augmented Reality Game: Perspectives From Deaf and Hard of Hearing PeopleabstractCo-located collaborative shared augmented reality (CS-AR) environments have gained considerable research attention, mainly focusing on design, implementation, accuracy, and usability. Yet, a gap persists in our understanding regarding the accessibility and inclusivity of such environments for diverse user groups, such as deaf and Hard of Hearing (DHH) people. To investigate this domain, we used Urban Legends, a multiplayer game in a co-located CS-AR setting. We conducted a user study followed by one-on-one interviews with 17 DHH participants. Our findings revealed the usage of multimodal communication (verbal and non-verbal) before and during the game, impacting the amount of collaboration among participants and how their coordination with AR components, their surroundings, and other participants improved throughout the rounds. We utilize our data to propose design enhancements, including onscreen visuals and speech-to-text transcription, centered on participant perspectives and our analysis. Sanzida Mojib Luna, Jiangnan Xu, Konstantinos Papangelis, Garreth W. Tigwell, Nicolas J. LaLone, Michael Saker, Alan Chamberlain, Samuli Laato, John Dunham |
CHI | 9 |
| 2023 | Building Positively Affective Location-Based Advertising: A Study of Pokémon GO PlayersabstractWith the expanding popularity of Location-Based Games and the rise of advertising therein, there exists a need to comprehend the impact of Location-Based Game Advertising (LGA). This paper seeks to identify what makes positively affective LGA, leveraging Pokémon GO as a probe. Researchers conducted twenty-seven (n=27) semi-structured interviews with Pokémon GO players to reveal lived experiences regarding LGA. Our findings highlight the following direct implications for LGA: (1) LGA act as a digital billboard, conveying qualitative alongside locative information, and (2) well-received LGA enhances the player’s agency. We additionally identify findings that have auxiliary implications to LGA: (3) positive memorability occurs when points of interest match physical reality, and (4) ludic engagement is a mediating factor in the memorability of locations. This research demonstrates that LGA in Location-Based Games is surprisingly well-received. However, developers must provide extra consideration to the player’s agency for such techniques to be effective. John Dunham, Konstantinos Papangelis, Cati Boulanger, Nicolas J. LaLone, Evangelia Nika, Michael Saker, David I. Schwartz |
CHI | 1 |
| 2023 | Understanding Social Interactions in Location-based Games as Hybrid Spaces: Coordination and Collaboration in Raiding in Pokémon GOabstractThe overlaying of physical spaces with digital information produces hybrid spaces, redefining people’s experience of social interactions. Location-based games (LBGs) with social components are a good case. Yet, the impact LBGs have on sociability remains under-researched. In April 2020, the new in-person/remote raiding format in the LBG Pokémon GO provided a lens to explore people’s social interactions in hybrid spaces. We interviewed 41 Pokémon GO players to understand how players coordinate and collaborate for in-person/remote raids and other social patterns. Our findings demonstrate that new social dynamics occurred: participants’ social interactions highly rely on external social media groups bridging cyberspace and the physical world. In such external social media groups, spontaneously formed leadership roles and mentor-mentee relationships demonstrate autonomy among players in the hybrid space. However, we observed that the interoperability issue challenges people’s experience. Overall, this work sheds light on the social interactions in LBGs as hybrid spaces. Jiangnan Xu, Konstantinos Papangelis, John Dunham, Cati Boulanger, Jin Ha Lee 0001, Nicolas J. LaLone, Michael Saker |
CHI | 3 |
| 2023 | The Impacts of Covid-19 on Players of Pokémon GOabstractSince its creation, the Location-Based Game (LBG), Pokémon GO , has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pokémon GO players is underexplored. We address how COVID-19 has impacted the players of Pokémon GO by building upon existing work focusing on player gratifications and impacts in Pokémon GO . Through semi-structured interviews, we provide a snapshot of the state of LBG play during unprecedented times. These player interviews demonstrate (1) the importance of in-person socialization to LBG, (2) additional ways players use the game as a coping mechanism, and (3) how intentionality mediates player perceptions of people-place relationships. Furthermore, we explore how Niantic influenced these behaviors through changes to how players interact with points of interest and engage with elder game mechanics such as raiding. John Dunham, Konstantinos Papangelis, Samuli Laato, Nicolas J. LaLone, Jin Ha Lee 0001, Michael Saker |
ACM Trans. Comput. Hum. Interact. | 1 |