Demo Data from VLDB 2026 / reviewers in the wild / expert
Iris van Sintemaartensdijk
dblp:394/3336
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0003-3344-8912ORCID · reported
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 |
Games and playful interaction · 100% |
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 › player experience
player engagement |
0.9 | 1 | 2025 | Pixels and people: Exploring the dynamics of engagement and disengagement in Minecraft's multiplayer realm · Int. J. Hum. Comput. Stud. 2025 |
Games and playful interaction
multiplayer games |
0.3 | 1 | 2025 | Pixels and people: Exploring the dynamics of engagement and disengagement in Minecraft's multiplayer realm · Int. J. Hum. Comput. Stud. 2025 |
Methods — techniques the papers use, named apart from their topics
semi-structured focus-group interviews · 0.9content analysis · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Pixels and people: Exploring the dynamics of engagement and disengagement in Minecraft's multiplayer realmabstract• Disengagement is a multicausal player choice, not a design failure • Disengagement can be supported by various game design features • Internal, external, motivational, emotional factors influence dis(engagement) • (Dis)engagement triggers, supports and suppressors are identified Engagement is often viewed as the holy grail of digital experiences, particularly video games, while disengagement is seen as a consequence of poor design. This study attempts to flip the script, exploring disengagement as a natural part of the user journey rather than a failure of game design. Focusing on the popular open-world game Minecraft, the research investigates dynamics triggering engagement and disengagement in the multiplayer mode through the lenses of established frameworks like the Process Model of Engagement as well as the Mechanics, Dynamics, and Aesthetics model. Semi-structured focus-group interviews conducted with 15 participants analyzed using Mayring's content analysis revealed social connections, novelty, progression, goal-driven gameplay, and adrenaline-fueled combat as key drivers that keep players hooked. Yet, the very act of achieving goals, absence of friends, overplay, setbacks, skill gaps, negative interactions, and the demands of the real world can trigger a powerful urge to disengage. Far from a design flaw, this research expands the body of literature suggesting that disengagement is a vital component of user autonomy. By redefining success beyond mere engagement metrics, the study paves the way for responsible gaming practices that empower players to make informed choices about their level of involvement. It beckons us to embrace a holistic vision of genuinely sustainable, ethical, and meaningful digital experiences that respect user autonomy and cultivate healthy engagement patterns. Vi Anh Doan, Dmitry Alexandrovsky, Iris van Sintemaartensdijk, Kathrin Maria Gerling, Maximilian A. Friehs |
Int. J. Hum. Comput. Stud. | 3 |