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Daniel Madden

dblp:292/6197 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2021
0000-0001-9990-0938ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 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
2 papers
Games and playful interaction · 46% Health and well-being technologies · 23% Collaborative and social computing · 23%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › multiplayer games
esports
1.022021
"Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports · CHI 2021
"Constant Pressure of Having to Perform": Exploring Player Health Concerns in Esports · CHI 2021
Design research and methods
feminist HCI
0.112021
"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

semi-structured interviews · 0.5online survey · 0.5mixed methods · 0.5interviews · 0.5
YearPublicationVenuePosition
2021 "Constant Pressure of Having to Perform": Exploring Player Health Concerns in Esports
abstract
Esports is a rapidly growing industry, generating interest from research disciplines including marketing, social sciences, and human-computer interaction. Despite its continued growth, there is a lack of studies surrounding the health of esports players. Previous work on the subject is limited, as research has only recently begun to explore the potential factors affecting physical and psychological wellness. Using an exploratory mixed-methods approach, a series of semi-structured interviews (n = 10) and an online survey (n = 68) were used to identify the biggest health concerns among esports players. The results demonstrate a better understanding of issues regarding physical and psychological wellness according to the players. Moving forward, we suggest the HCI community adapts mindfulness, ergonomics, and social-emotional learning as methods for supporting player’s health concerns.
Daniel Madden, Casper Harteveld
CHI1
2021 "Why Are You Playing Games? You Are a Girl!": Exploring Gender Biases in Esports
abstract
Esports 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
CHI1