Demo Data from VLDB 2026 / reviewers in the wild / expert
Mustafa Feyyaz Sonbudak
dblp:292/5810
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2021
0009-0009-2945-8510ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 44% Collaborative and social computing · 44% Design research and methods · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › multiplayer games
esports |
0.5 | 1 | 2021 | "Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports · CHI 2021 |
Design research and methods
feminist HCI |
0.1 | 1 | 2021 | "Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports · CHI 2021 |
Methods — techniques the papers use, named apart from their topics
interviews · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | "Are We Now Post-COVID?": Exploring Post-COVID Futures Through a Gamified Story Completion MethodabstractCOVID-19 has heavily impacted our lives. To date, the ongoing pandemic continues to cause dramatic societal changes and raises shared sentiments of uncertainty for our future. As such, however, COVID-19 provides opportunities to explore futures through speculative research. Here, we gamify the story completion method (SCM) to explore futures post-COVID and ask 37 participants to play a day in the life of Sal in a post-COVID future. The game asks participants to describe what Sal sees, hears, or does throughout a day based on multiple story stems. Our analysis reveals narratives of post-COVID futures as business as usual, back to basics, or everyday chaos. Notably, these narratives raise concerns about privacy loss and increased militarization, but also envision futures post-COVID that reclaim stronger bond with nature and family. We discuss the lessons learned from gamifying the SCM and the temporal implications of performing speculative research during evolving dramatic events. Giovanni Maria Troiano, Matthew Wood, Mustafa Feyyaz Sonbudak, Riddhi Chandan Padte, Casper Harteveld |
Conference on Designing Interactive Systems | 3 |
| 2021 | "Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in EsportsabstractEsports are rapidly growing within academia. In HCI, earlier work explored how problematic behaviors emerging from gender biases (e.g., toxicity) negatively impact female participation in esports. Here, we further explore gender biases in esports by interviewing 19 self-identified female and male professional gamers and event organizers. We inquire our interviewees about personal experiences with gender biases in esports and their perspective on how these biases impact participation, inclusivity, and career prospects. Our interviewees see gender biases in esports as a consequence of stereotypical gender roles in gaming tout-court (e.g., girls do not like violence, boys are competitive by nature). The rationale for separating male and female in esports, however, seems rooted in the need for female gamers to create role-models and grow in self-confidence. We scrutinize the considerations emerging from our interviews under a Feminist HCI lens and discuss how HCI research can help design equitable environments in esports. Daniel Madden, Haowei Yu, Mustafa Feyyaz Sonbudak, Giovanni Maria Troiano, Casper Harteveld |
CHI | 4 |