Demo Data from VLDB 2026 / reviewers in the wild / expert
Lisa Jacobs
dblp:319/3900
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 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 |
Accessibility and assistive technology · 44% Games and playful interaction · 44% Health and well-being technologies · 13% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology › software accessibility
game accessibility |
0.6 | 1 | 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022 |
Games and playful interaction › physical play
movement-based games |
0.6 | 1 | 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022 |
Health and well-being technologies
physical activity |
0.2 | 1 | 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022 |
Methods — techniques the papers use, named apart from their topics
survey · 0.6interview study · 0.6interpretative phenomenological analysis · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesabstractMovement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play. Liam Mason, Kathrin Maria Gerling, Patrick Dickinson, Jussi Holopainen, Lisa Jacobs, Kieran Hicks |
CHI | 5 |