Regan L. Mandryk

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132ranked-venue papers
10as first author
52since 2021 · last 2026
0000-0003-0772-6616ORCID · verified

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Human-computer interaction and ubiquitous computing · 126 · 10 first-author · 50 since 2021Graphics, computer vision, multimedia, augmented reality and games · 21 · 2 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 3Artificial intelligence and machine learning · 2 · 2 since 2021
YearPublicationVenuePosition
2026 Game Changers: Exploring Player Perspectives of Digital Game Modification
abstract
As long as there have been digital games, there have been players who seek to modify them, using settings, mods, online resources, and other methods. Despite the long history of modification in games, research has been limited by the dichotomous values implied by players using modifications for cheating (negative) or accessibility (positive). To address these limitations, we explore game modification broadly and neutrally by surveying 167 participants about their experiences, examining how and why players modify games, effects of modification, and perceptions of ethics. The results of a qualitative analysis distill diverse player perspectives into six core findings related to playfulness, agency, connection, norms, leet-ness, and technology in modified gaming experiences, where modifications add significant value to play by enabling users to tailor games to their optimal play experience. Results highlight the diversity and morality of users, and indicate that previous understandings may be too narrow and cynical.
Laura Paul, Regan L. Mandryk
CHI2
2026 Understanding How Creativity Support Tools Can Foster Happiness
abstract
Engaging in creative activities makes people happy. Creativity support tools (CSTs) are technologies that facilitate creative activities in the digital domain; however, little is known about how the use of CSTs affects happiness stemming from creative endeavours. To address this gap, we conducted a two-phase study. First, we carried out an exploratory interview study (N=15) to examine participants’ perceptions of how their chosen CSTs impacted their feelings of happiness. Our analysis shows that the CSTs our participants used introduced barriers to benefits typically associated with creativity—such as feeling joy, experiencing satisfaction, and alleviating negative feelings—and therefore did not make them happy. To explore how CSTs might be designed to facilitate happiness, we conducted a brainstorming study with experts (N=9). Participants generated six ideas for happiness-promoting CSTs. Drawing from both phases, we present a set of implications for design to help re-imagine CSTs as supports for cultivating happiness through creativity.
Sowmya Somanath, Molly Stewart, Sabrina Lakhdhir, Phaedra Berger, Regan L. Mandryk
CHI5
2026 GG Go Next... Lobby: How Players Use Queue Dodging to Anticipate and Avoid Negative Experiences in League of Legends
abstract
“Queue dodging” in League of Legends—the act of leaving a match during Champion Select—is characterized as problematic behaviour that increases lobby wait times, reduces the quality of matchmaking, and results in penalties for players. Although game companies try to eliminate queue dodging, it persists, raising the question of what motivates players to continue dodging in spite of repercussions. Through a thematic analysis of 2,932 Reddit posts and comments, we highlight four main motivations for dodging: 1) Avoiding toxic teammates, 2) Evading unfavourable matchups, 3) Exploiting system mechanics, and 4) Reacting to external circumstances. Our findings suggest that queue dodging is as likely to be a proactive strategy players use to avoid toxicity as an aggressive strategy to enact it. We discuss implications for the design of game systems that would support players to anticipate and avoid negative experiences while still preventing queue dodging as a toxic act.
Wenhao Yi, Jim Kurt Ferras Duco, Howie Lo, Regan L. Mandryk
CHI4
2025 Emotion regulation, need satisfaction, passion and problematic video game play during difficult times
abstract
There is growing recognition of the role video games can play in helping people through challenging times, however many still argue that video game play can lead to adverse and problematic behaviours when relied upon to manage negative affect. This study sought to explore a number of factors that may play a role in influencing the likelihood one develops problematic habits of play, particularly in the context of difficult and stressful times. Specifically, this study utilised Self-Determination Theory and the Dualistic Model of Passion to explore the relationships between emotion regulation, psychological need satisfaction and frustration, passion for video games, and problematic video game play during times of difficulty and stress. A path analysis was conducted using data from 440 participants and found that, overall, emotion regulation may be associated with whether or not problematic play is likely to occur, particularly through its relationship with need satisfaction (and frustration) and video game passion.
Jessica Formosa, Julian Frommel, Regan L. Mandryk, Stephanie J. Tobin, Selen Türkay, Daniel Johnson 0001
Behav. Inf. Technol.3
2025 If You Build It, They Will Comment: Distributed Mentoring in an Online Game Modding Community
abstract
Modifications to video games add value for players and developers, driving new interest in existing games. If developers want to provide better mod support in the future, it is important to understand how mod communities share technical and creative knowledge. However, informal learning theories developed in other fan spaces, like distributed mentoring, have not been investigated in game mod communities, and it is unknown whether modders leverage game mod site features to build knowledge of their craft through similar knowledge-sharing practices. Therefore, this project investigates the extent to which distributed mentoring occurs in a popular game modding community. Through a deductive qualitative analysis comparing mod comments to fanfiction reviews, results indicate that game mod comments show evidence for all seven attributes of distributed mentoring, albeit in distinct ways. In particular, game mod comments contain more back-and-forth discussions that lead to reciprocal learning for both mod creators and the commentors themselves.
Elizabeth Reid 0001, Laura Paul, Rafael Alves Heinze, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2025 A Qualitative Exploration on the Role of Videogames during Difficult Times: An Emotion Regulation Perspective
abstract
Videogames are used by many during difficult times to help alleviate stressors. Recent research suggests that videogames may facilitate recovery through regulating emotions and promoting positive wellbeing outcomes. However, there are still concerns that a reliance on videogames to manage difficult situations can be problematic. Through semi-structured interviews (N=28), this study aimed to explore the role of videogames in this context to better understand the motivations behind gameplay, the emotional regulatory effect it has and, in turn, how this influences wellbeing. Key patterns of engagement emerged, suggesting that, during difficult times, individuals actively use videogames to meet important needs and regulate difficult emotions through the use of escapism. Moreover, the findings suggest that, even when gaming during these times appears to be rigid, the activity may still provide players wellbeing benefits.
Jessica Formosa, Selen Türkay, Regan L. Mandryk, Daniel Johnson 0001
Proc. ACM Hum. Comput. Interact.3
2024 Toxicity in Online Games: The Prevalence and Efficacy of Coping Strategies
abstract
Toxicity is pervasive in online multiplayer games, exposing players to disruptive and harmful behaviours. Players employ various approaches to cope with exposure to toxicity; however, game designers and researchers lack guidance on how to implement coping support within games. In this paper, we first conduct a formative study to collect a comprehensive list of coping approaches from toxicity literature and use affinity mapping to identify overarching game-based coping strategies. Then, we report findings from a survey (n = 85) on players’ experiences with toxicity, how they employ the identified coping strategies, how games support coping, and their general coping styles. Our paper contributes a framework for coping strategies to deal with game-based toxicity and provides insights into the prevalence of these strategies among players and factors that affect their usage and effectiveness. These findings can be used to guide better in-game tools that help players mitigate the harm caused by toxicity.
Julian Frommel, Regan L. Mandryk
CHI2
2024 Unpacking Norms, Narratives, and Nourishment: A Feminist HCI Critique on Food Tracking Technologies
abstract
Food tracking applications (apps) can provide benefits (e.g., helping diagnose food intolerances) but can also create harm (e.g., facilitating disordered eating). However, food tracking apps—viewed as a women’s health issue, and critically examined through the lens of feminist HCI—are absent from the discourse of sociocultural, ethical, and political implications of apps designed to track bodily data. We use a walkthrough method to critically analyze three commercial food tracking apps with differing marketing narratives and designs, applying a reflexive feminist lens grounded in a perspective of fat liberation. We articulate how these apps reproduce normativities of food and nutrition, health, and bodies, and how they perpetuate narratives of embodiment, simplification and quantification of health, and neoliberalism and the individualization of health. Our work exposes the normativities of bodies being propagated by food tracking apps, spotlighting how designs and interaction features are situated within prevalent anti-fat narratives.
Daisy O'Neill, Max Birk, Regan L. Mandryk
CHI3
2024 Cheat Codes as External Support for Players Navigating Fear of Failure and Self-Regulation Challenges In Digital Games
abstract
Failure is an integral element of most games, and while some players may benefit from external support, such as cheat codes, to prompt self-soothing, most games lack supportive elements. We asked participants (N=88) to play Anno 1404 in single-player mode, and presented a money-generating cheat code in a challenging situation, also measuring the personality trait of action-state orientation, which explains differences in self-regulation ability (i.e., self-soothing) in response to threats of failure. Individuals higher in state orientation were more likely to take the offer, and used the cheat code more frequently. The cheat code also acted as an external support, as differences in experienced pressure between action- and state-oriented participants vanished when it was used. We found no negative consequences of using external support in intrinsic motivation, needs satisfaction, flow, or performance. We argue that external support mechanisms can help state-oriented players to self-regulate in gaming, when faced with failure.
Karla Waldenmeier, Susanne Poeller, Martin Dechant, Nicola Baumann, Regan L. Mandryk
CHI5
2024 Intimidating or Friendly? How Players Represent Themselves With Character Appearances That Reflect Their Social Motivations
abstract
Games often allow players to customize their virtual representations, and players tend to restrict themselves to appearances that are considered socially acceptable. However, there are different ideas of what a desirable appearance is (e.g., strong versus cute) and different players have different preferences. Through two studies, we explore the link between self-reported motivations (i.e., explicit motives—affiliation, power, and achievement) and the desirability of various appearance attributes. The affiliation motive is associated with striving for approachable appearances, such as characters with friendly facial expressions. The power motive predicts the goal to create strong, mighty, and less approachable appearances, and achievement-motivated individuals are more likely to seek out unremarkable appearances. Affiliation-motivation positively predicted time spent in character customization and creating characters in line with beauty standards (i.e., thin characters). We further observe that certain players are influenced by character appearance when making playstyle decisions. The results indicate that appearance preferences are diverse but not random and that players are more likely to pick avatars and playstyles that communicate their social motivations to other players. Theoretical explanations from the perspective of Motive-Disposition-Theory are discussed.
Susanne Poeller, Nicola Baumann, Regan L. Mandryk
FDG3
2024 Playing with Prejudice: Do Colour Scheme and Hypersexualization of Women In Games Influence Player Decisions, Perceptions, and Avatar Appeal?
abstract
Hypersexualization of women video game characters through unrealistic body proportions and revealing clothes is common. Previous work suggested that overexposure to sexualized women characters can harm players, through increased self-objectification and higher rape myth acceptance; however, there have been inconsistencies across studies that we suggest may stem from variations in the study design and other visual characteristics of the characters, such as relying heavily on stereotypes reinforced by colour schemes (e.g., blonde princess). To address this, we designed a text-based game prototype and four identical women characters who varied only in their colour scheme (gold/red or purple/black) and amount of sexualization (through bikini armour and exaggerating body proportions). We measure attributes assigned to the avatar, avatar appeal, rape myth acceptance and self-objectification. 82 participants participated in our online-study in 2021. Most participants found the non-sexualized character versions more appealing than the sexualized characters and were more likely to assign ‘manipulativeness’ to the sexualized character. When presented with the sexualized characters, participants demonstrated higher rape myth acceptance, and more self-objectification.
Susanne Poeller, Martin Dechant, Regan L. Mandryk
FDG3
2024 Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball
abstract
Attempts to digitize pinball have been met with skepticism; however, VR presents a new opportunity to access and enjoy this popular game. In a controlled study (N=60), we investigated how physical pinball, VR pinball, and PC pinball differ in terms of player experience (pX) and task demand using both quantitative and qualitative data. Participants mainly preferred physical pinball, followed by VR pinball; only two participants preferred pinball on the PC. With the exception of immersion, results showed no pX differences between physical and VR pinball; although PC pinball was rated as inferior on multiple dimensions. Furthermore, enjoyment of physical pinball was associated with curiosity, control, and challenge, whereas in VR and PC pinball, immersion and audiovisual appeal mattered. Interestingly, preference and pX did not depend on existing familiarity with pinball. Our findings suggest that VR can offer an accessible, enjoyable pinball experience, regardless of familiarity.
Daniel Johnson 0001, Nicholas O'Donnell, Julian Frommel, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2024 Exploring the Role of Action Mechanics in Game-Based Stress Recovery
abstract
Digital games can provide effective recovery from stress, with players turning to a variety of genres-including those with game mechanics that can be considered stressors themselves, i.e., action mechanics. We examine whether action mechanics undermine or facilitate game-based recovery by exposing participants (n=60) to a stress induction, and then having them play a roguelike game in one of three conditions: Combat-Required, Combat-Optional, and Combat-Free. We assess experience through self-report and observed physiological responses. Our findings suggest that gameplay-irrespective of action mechanic intensity-supports the recovery process through the pathways of experienced psychological detachment, control, dominance, and pleasure. Additionally, action mechanics were perceived by participants as particularly promising for mastery recovery experiences-but undermine the recovery pathways of relaxation, as corroborated by experienced arousal and subjective stress. Physiological measures corroborate subjective self-report. We contend that video games featuring action mechanics represent a promising strategy for stress recovery, and may be particularly beneficial in the re-assertion of mastery.
Rafael Alves Heinze, Regan L. Mandryk, Madison Klarkowski
Proc. ACM Hum. Comput. Interact.2
2024 Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super Hexagon
abstract
Many videogames require players to perform under pressure; however, not all players respond equivalently to pressure: why are some players more likely to tilt (lose control during play) or choke (perform poorly relative to their ability) whereas others seem to thrive under pressure? Given the importance of both emotion regulation in tilting and optimal arousal in achieving optimal performance, we propose that individual differences in ability to down-regulate negative affect under stress--known as failure-related action-state orientation (fASO)--could explain propensity to choke under pressure. We conducted an online between-subjects experiment (N=144) in which we measured baseline performance in Super Hexagon (day 1), then exposed participants to a stress induction (i.e., PASAT-C) or had them play a low-intensity bubble-popping game before playing again (day 2). Under stress, players higher in fASO performed better relative to their baseline in terms of average time alive and stalled progress; whereas, without stress, players lower in fASO performed better on both measures. Traits reflective of proposed explanations for choking (i.e., reinvestment, attentional control) did not influence performance under pressure. The ability to down-regulate negative affect and overcome setbacks is a useful theoretical lens to explore why some players choke under pressure, whereas others thrive.
Colby Johanson, Susanne Poeller, Madison Klarkowski, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2024 Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences
abstract
Given the ubiquity of videogame play by children, concerns about the impacts of videogames, and increasing evidence of the benefits associated with digital play, it is important to evaluate the player experience (pX) of children. Moreover, it is essential to include children's voices in research about technologies designed for their use. However, eliciting rich, first-hand data on their experiences and perspectives is challenging because it requires children to articulate opinions in a pre-established context of general positivity towards games, alongside potential social desirability bias. In this paper, we present a methodology which uses children's psychophysiology as a prompt for reflective interviews, with two commercial off-the-shelf computer games (Rocket League and LEGO Builder's Journey). We consider the utility, reproducibility, reliability and validity of the method. In assessing the method, we discuss children's experience of wearing the sensors, the insights generated from the psychophysiological data, and the understanding that emerged when prompting children to reflect and comment on their own psychophysiological data.
Janelle E. MacKenzie, Madison Klarkowski, Ella Horton 0001, Maryanne Theobald, Susan Danby, Lisa Kervin, Lance Barrie, Philippa K. Amery, Manesha Andradi, Simon Smith 0002, Regan L. Mandryk, Daniel Johnson 0001
Proc. ACM Hum. Comput. Interact.11
2024 PACMHCI V8, CHI PLAY, October 2024 Editorial
abstract
We are excited to present PACM HCI's 2024 issue on games and play research, which contains 63 original and highly relevant articles covering the entire spectrum of HCI games research. As in the previous year, we used three recommendations ' 'Accept with Minor Revisions', 'Revise and Resubmit', and 'Reject.' For papers that were accepted with minor revisions, the second round of reviews was a 'light-touch' process in which the editorial board members checked the revisions, whereas papers that received Revise and Resubmit received another full round of external reviews with the same reviewers in most cases, and were also subjected to a final selection process. This second revision was treated as a real resubmission, which meant that it was given full consideration, but no guarantee or preferential treatment towards acceptance; a share of the revised papers was ultimately rejected. We would like to acknowledge the efforts that our community has made in adapting to this new process, working together with the submitting authors to achieve high-quality scholarship. The track editorial board consisted of 32 members and a total of 230 external reviewers from around the world ensured a high-quality review process. After the first round of submissions, each paper was handled by a primary track editorial board member who received reviews from a second track editorial board member and two external reviewers so that each submission received at least three high-quality reviews. After reviews were completed and checked for quality, the primary initiated discussion amongst the reviewers and came up with a preliminary recommendation (accept, between accept and revise and resubmit, revise and resubmit, between revise and resubmit and reject, reject). Papers that were in the middle three categories were then discussed in two synchronous virtual track editorial board meetings that took place over two consecutive days. The inclusion of the board meeting at this stage was a new addition to the review process last year. We included it to better calibrate decision making across the committee at this critical point in the review process, ensure consistency in outcomes, promote reflection and consideration at this stage in the process, and mentor newer editorial board members in the review process. We strove for a diverse program approaching games research from a variety of perspectives, including design, engineering, psychology, computer and data science while at the same time only accepting high-quality pieces of work. In this issue, we observe the following distribution of primary contributions: 42.9% of papers self-classify as using qualitative methods, 11.1% use quantitative methods, and 20.6% use mixed methods. Additionally, 3.2% of papers present design artifacts and 6.3% present technical artifacts. Finally, 4.8% of papers employ meta-research methods, 6.3% of papers present a new methodological approach, and 4.8% of papers contribute to the development and validation of theory. All articles in this issue were invited to present at the ACM CHI PLAY 2024 conference. We thank our dedicated team of track editorial board members, external reviewers, and paper authors, who continue to support the new review process and timeline, contributing to the maturation and growth of the PACM HCI games and play research community, and resulting in this issue of 63 exciting and highly relevant articles. This issue's 63 papers reflect the importance of play in our everyday lives, comment on recent trends and technical developments relevant to games and play, and also represent a significant effort of our community in coming together to produce a collection of research that highlights the multifaceted value of play.
Regan L. Mandryk, Alena Denisova, Julian Frommel, Kathrin Maria Gerling
Proc. ACM Hum. Comput. Interact.1
2024 How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games
abstract
Toxic behavior is known to cause harm in online games. Players regularly experience negative, hateful, or inappropriate behavior. Interventions, such as banning players or chat message filtering, can help combat toxicity but are not widely available or even comprehensively studied regarding their approaches and evaluations. We conducted a systematic literature review that provides insights into the current state of interventions literature, outlining their strengths and shortcomings. We identified 36 interventions and qualitatively analyzed their approaches. We describe the types of toxicity being addressed, the entities through which they act, the methods used by intervention systems, and how they are evaluated. Our results provide guidance for future interventions, outlining a design space based on known systems. Furthermore, our findings highlight gaps in the literature, e.g., a sparsity of empirical evaluations, and underexplored areas in the design space, enabling researchers to explore novel directions for future interventions.
Michel Wijkstra, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp, Julian Frommel
Proc. ACM Hum. Comput. Interact.3
2023 Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-Being
abstract
Tabletop role-playing games are experiencing a peak in popularity and prior work shows that role-playing can be beneficial for mental health. While little research effort has been invested into this area, most studies point towards positive outcomes of playing tabletop role-playing games. This work explores the potential for the acceptance of flaws through role-playing by comparing how novice and expert players approach character creation. The results of this exploratory study show that experienced role-players are more likely to report that they want to play a character with weaknesses and less likely to be interested in playing a flawless character. Additional findings and implications are discussed in the paper.
Susanne Poeller, Martin Dechant, Regan L. Mandryk
FDG3
2023 Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers
abstract
As many games are centered around challenges, the gaming community is often considered to be a meritocracy where everyone is judged based on performance; however, research has challenged this assumption for players with marginalized identities, such as women. We discuss literature on gender stereotypes in gaming and present a study examining whether the same game footage (Tekken 6) is judged equally by participants when the player has a feminine or a masculine voice. 240 participants watched one of four videos (feminine/winning; masculine/winning; feminine/losing; or masculine/losing) and rated the player along several dimensions. Our results show that player ratings depended on voice and match outcome. The feminine voice was rated as less sympathetic when winning as compared to losing and rated as equally skilled in both outcome conditions. In contrast, the masculine voice was rated as equally sympathetic in both outcome conditions, but more skilled in the winning than losing condition.
Susanne Poeller, Alexandra Steen, Nicola Baumann, Regan L. Mandryk
FDG4
2023 Trails, rails, and over-reliance: How navigation assistance affects route-finding and spatial learning in virtual environments
Colby Johanson, Carl Gutwin, Regan L. Mandryk
Int. J. Hum. Comput. Stud.3
2023 Prospective Passion and Social Capital within DotA 2 Players
abstract
The Dualistic Model of Passion (obsessive and harmonious passion) can explain motivations for videogame play along with associated outcomes, such as the development of social capital; however, existing research exploring passion and social capital in videogaming has been cross-sectional. In the current study we surveyed players of DotA 2 at three time points, over six months (T1 n=462, T2 n=182, T3 n=115), to explore the stability of passion for DotA 2 over time and how such passion may lead to the development or erosion of social capital. Our key findings include that passion for playing DotA 2 is relatively stable over time and that harmonious passion predicts future bridging social capital, while obsessive passion predicts future bonding social capital. Importantly, our findings suggest the absence of a "slippery slope" scenario in which players who have a healthy pattern of engagement development obsessive passion or problematic play. Equally, however, our findings also suggest that those who are obsessive are unlikely to naturally trend towards a more harmonious style of engagement over time. We consider the implications of our findings for health practitioners, players and videogame developers and identify the differences between our longitudinal findings and the existing cross-sectional research.
Daniel Johnson 0001, Julian Frommel, Winnifred R. Louis, Matthew D. Lee, Porntida Tanjitpiyanond, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.6
2023 Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance
abstract
The massive growth of esports has vitalized the need to study human performance in competitive video gaming. The pressure of competitive play elicits a range of emotional experiences, which can affect players during and beyond a gaming session. In this work, we review the state of the literature concerning the role emotions play in esports performance as well as highlight coping strategies players use to regulate emotions during competitive play. We review the findings of N=32 peer-reviewed articles pertaining to emotions and esports, finding that the emotional experiences elicited by competitive play affect esports performance. In response, players attempt to regulate their emotions to maintain performance; however, efforts to do so vary, as they currently lack effective coping strategies. Lastly, we review the potential of technical interventions in esports training for improving emotion regulation among players. Our findings support knowledge development in esports, and present avenues towards promoting the emotional wellbeing of competitive gamers.
Nicole A. Beres, Madison Klarkowski, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.3
2023 If at First You Don't Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints
abstract
Developing skill and overcoming in-game challenges is of great interest to both players and game designers. Players can improve through repetition, but sometimes practice does not lead to improvement and progress stalls. It would be useful if designers could help players make progress without compromising their long-term skill development. We carried out a study to investigate how two techniques—checkpoints and breaks—affect in-game progress and player skill. Checkpoints allow multiple attempts at a challenge without having to repeat earlier sections; this aids progress, but could potentially hinder skill development. Second, breaks in gameplay have been shown to accelerate skill development, but their effectiveness is unknown when the breaks are integrated into the game's design. Our study evaluated the effects of game-integrated breaks and checkpoints on players' in-game progress (when the techniques were present) as well as two test sessions (with all techniques removed). Our results showed that both checkpoints and breaks aid progress (combining both had the largest effect) and that neither technique reduced performance in the transfer task, suggesting that skill development was not hindered. Our work provides evidence that checkpoints and breaks are valuable techniques that can assist both player progress and skill.
Colby Johanson, Brandon Piller, Carl Gutwin, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2023 Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments
abstract
Toxicity in multiplayer gaming is an ongoing problem that threatens the well-being of players, gaming communities, and game developers. Meanwhile, interventions that promote positive interactions and proactively create positive gaming spaces are still in their infancy; little is known about how players respond to positivity. In our study, 959 League of Legends players were presented with either 10 positive chat logs or 10 negative chat logs, and asked to reflect on the content and how representative such communication is of their own gaming experiences. We thematically coded participants' free-form answers (identifying the themes normalize, acknowledge, downplay, cope, blame, and make personal), and compared the positive and negative conditions in terms of theme prevalence. Our findings show that participants were more likely to normalize and acknowledge toxic negativity than positivity. Furthermore, the dominant response to positivity consisted of downplaying messages as not representative and rare, and even expressing suspicion that messages must have been fabricated or intended as sarcasm. Participants overwhelmingly cope by muting chat, protecting them from toxic interactions, but leaving them unexposed to positive communication and other beneficial social interactions within play.
Susanne Poeller, Martin Dechant, Madison Klarkowski, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2023 Using Evolutionary Algorithms to Target Complexity Levels in Game Economies
abstract
Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They underpin most games and exist in different complexities. Their complexity may directly impact player difficulty. Nevertheless, neither difficulty nor complexity adjustment has been explored for GEs. Moreover, there is a lack of knowledge about complexity in GEs, how to define or assess it, and how it can be employed by automated adjustment approaches in game development to target specific complexity. We present a proof-of-concept for using evolutionary algorithms to craft targeted complexity graphs to model GEs. In a technical evaluation, we tested our first working definition of complexity in GEs. We then evaluated player-perceived complexity in a city-building game prototype through a user study and confirmed the generated GEs' complexity in an online survey. Our approach toward reliably creating GEs of specific complexity can facilitate game development and player testing but also inform and ground research on player perception of GE complexity.
Katja Rogers, Vincent Le Claire, Julian Frommel, Regan L. Mandryk, Lennart E. Nacke
IEEE Trans. Games4
2022 (Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task
abstract
Social interactions are an essential part of many digital games, and provide benefits to players; however, problematic social interactions also lead to harm. To inform our understanding of the origins of harmful social behaviours in gaming contexts, we examine how trait psychopathy influences player perceptions and behaviours within a gaming task. After measuring participants’ (n=385) trait-level boldness, meanness, and disinhibition, we expose them to neutral and angry social interactions with a non-player character (NPC) in a gaming task and assess their perceptions, verbal responses, and movement behaviours. Our findings demonstrate that the traits significantly influence interpretation of NPC emotion, verbal responses to the NPC, and movement behaviours around the NPC. These insights can inform the design of social games and communities and can help designers and researchers better understand how social functioning translates into gaming contexts.
Martin Dechant, Robin Welsch, Julian Frommel, Regan L. Mandryk
CHI4
2022 "Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming Audiences
abstract
Now more than ever, people are using online platforms to communicate. Twitch, the foremost platform for live game streaming, offers many communication modalities. However, the platform lacks representation of social cues and signals of the audience experience, which are innately present in live events. To address this, we present a technology probe that captures the audience energy and response in a game streaming context. We designed a game and integrated a custom-communication modality—Commons Sense—in which the audience members’ heart rates are sensed via webcam, averaged, and fed into a video game to affect sound, lighting, and difficulty. We conducted an ‘in-the-wild’ evaluation with four Twitch streamers and their audience members (N=55) to understand how these groups interacted through Commons Sense. Audience members and streamers indicated high levels of enjoyment and engagement with Commons Sense, suggesting the potential of physiological interaction as a beneficial communication tool in live streaming.
Raquel Robinson, Ricardo Rheeder, Madison Klarkowski, Regan L. Mandryk
CHI4
2022 Definitions of Esports: A Systematic Review and Thematic Analysis
abstract
The esports market has been growing exponentially has been growing exponentially with much interest from industry and academia. Perhaps because of this growth, there is a lack of agreement on what esports actually encompasses. We conducted a systematic review of 461 peer reviewed, full papers that provide a definition of esports. Findings highlighted the growth of the esports field across different domains, and increasing global interest in esports, but a lack of consensus regarding definition of the term. Through thematic analysis we identified nine dimensions across esports definitions. We critically assess these dimensions in terms of their representativeness and utility in describing the multifaceted nature of esports. Our work may help create a shared understanding of what esports is- and is not-capturing a diversity of experiences within organized competitive gaming and supporting continued research growth in this increasingly important domain.
Jessica Formosa, Nicholas O'Donnell, Ella Horton 0001, Selen Türkay, Regan L. Mandryk, Michael Hawks, Daniel Johnson 0001
Proc. ACM Hum. Comput. Interact.5
2022 PACMHCI V6, CHI PLAY, October 2022 Editorial
abstract
No abstract available.
Guo Freeman, Scott Bateman, Lennart E. Nacke, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2022 Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming
abstract
This work explores perceptions of performance enhancer usage in esports. Specifically, we explored the perception of: food and food supplements; non-medical use of prescription drugs; drugs with some social acceptance (e.g. alcohol, nicotine, cannabis); drugs with lower social acceptance (e.g., psychedelics, opioids); and non-invasive brain stimulation (e.g. transcranial direct current stimulation). A mixed-methods approach was used to triangulate findings around three data sets, including both prompted and unprompted online forum comments, as well as survey data. The studies evidence that players are willing to use or are already using enhancers to increase their in-game performance, and that players are generally concerned about the use of enhancers in professional esports contexts. Furthermore, the community perceives that a substantial number of e-athletes use enhancers. The core contribution of this work is a comprehensive investigation into perspectives of esports performance enhancement, which highlights the urgent need for further research, as well as regulation by esports leagues.
Maximilian A. Friehs, Madison Klarkowski, Julian Frommel, Cody J. Phillips 0002, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.5
2022 Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games
abstract
Many games use engagement rewards as incentives for players to engage, e.g., daily login rewards, repeatable challenges, or seasonal rewards like holiday skins. These rewards may serve players by facilitating enjoyment or motivation; however, they may also be considered differently by skeptical players, e.g., as dark patterns that do not benefit players, and may detract from-or even harm-player experiences. As they are widely prevalent in a variety of games, it is important to understand how such rewards are experienced by players to inform potential pitfalls, such as when they are negative for gaming experience or lead to unhealthy gaming behaviours. 178 participants completed a mixed-methods survey and described such rewards in games they play, the tasks required to acquire them, and their experience qualitatively and with validated scales of motivation regulation and passion orientation. We found that players perceived these rewards as beneficial (e.g., as motivation), as negative (e.g., by promoting fear of missing out), or even as an obligation or chore. Quantitative results further support the dualistic experience of such rewards. We contribute findings and design recommendations that are useful for understanding and designing widely used but potentially detrimental reward mechanics.
Julian Frommel, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.2
2022 miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
abstract
Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we present the miniPXI---an eleven-item measure of the popular Player Experience Inventory (PXI)---providing single items for each of its eleven constructs. To develop the scale and examine its reliability and validity, we present three studies, conducted with 15 experts and 628 digital game players across continents. In the first survey study (n=366, 15 experts), single items were selected. In a second survey study (n=232), we explored reliability and validity of the single-item scale. Participants completed both full and single-item (SI) variants in three days. In the last study (n=30), we established the validity and sensitivity via an experimental evaluation of two games. The results are nuanced; SI reliability estimates for PXI constructs range from .51 to .83 with an average of .68, we could confirm the validity for nine constructs. We conclude that the miniPXI can be a valuable tool for PX evaluations where a longer measure is not feasible, and provide practical considerations for its use.
Aqeel Haider, Casper Harteveld, Daniel Johnson 0001, Max Birk, Regan L. Mandryk, Magy Seif El-Nasr, Lennart E. Nacke, Kathrin Maria Gerling, Vero Vanden Abeele
Proc. ACM Hum. Comput. Interact.5
2022 Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing
abstract
When facing mental health concerns, men seek help less, confront greater stigma in accessing treatment, and experience more severe consequences. Interventions targeted at men are often grounded in activity and situated in appealing contexts, such as sporting or gaming spaces. In this paper, we question how pinball---a social tangible and digital leisure activity---can support men's mental health and wellbeing, through thematic analysis of in-depth semi-structured interviews (n=15) with male pinball enthusiasts. Our contribution is threefold: first, we evidence pinball as a context that provides incidental benefits to mental health directly, and indirectly through social connectedness; second, that enthusiasts actively enhance their social lives and resulting wellbeing via pinball; and third, that pinball contexts are suited for designing interventions that provide mental health supports within subcultures that appeal to men. We situate our findings in theories of wellbeing, activity-based communication, shoulder-to shoulder self-disclosure, and the importance of third-spaces for social wellness.
Daniel Johnson 0001, Katelyn Wiley, Cale J. Passmore, Ella Horton 0001, Roger Altizer, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.6
2022 Feeling Good and In Control: In-game Tools to Support Targets of Toxicity
abstract
Game developers, researchers, and players recognize the harm of toxic behaviour in online games-yet toxicity persists. Players' coping strategies are limited to tools that focus on punishing toxic players (e.g., muting, blocking, reporting), which are inadequate and often misused. To address the needs of players experiencing toxicity, we took inspiration from research in other online spaces that provide support tools for targets of harassment. We iteratively designed and evaluated in-game tools to support targets of toxicity. While we found that most players prefer tools that explicitly address toxicity and increase feelings of control, we also found that tools that solely provide social or emotional support also decrease stress, increase feelings of control, and increase positive affect. Our findings suggest that players may benefit from variety in toxicity support tools that both explicitly address toxicity in the moment and help players cope after it has occurred.
Elizabeth Reid 0001, Regan L. Mandryk, Nicole A. Beres, Madison Klarkowski, Julian Frommel
Proc. ACM Hum. Comput. Interact.2
2022 "Bad Vibrations": Sensing Toxicity From In-Game Audio Features
abstract
Toxicity in online gaming is a problem that causes harm to players, developers, and gaming communities. Toxic behaviors persist in online multiplayer games for a number of reasons, and continue to go unchecked due in large part to a lack of reliable methods to accurately detect toxicity online, in real-time, and at scale. In this article, we present a modeling approach that uses features derived from in-game verbal communication and game metadata to predict ifOverwatchgames are toxic. With logistic regression models, we achieve accuracy scores of 86.3% for binary (high vs. low toxicity) predictions. We discuss which features were most salient, potential application of our predictive model, and implications for toxicity detection in games. Our approach is a low-cost, low-effort, and noninvasive contribution to holistic efforts in combating toxicity in games.
Elizabeth Reid 0001, Regan L. Mandryk, Nicole A. Beres, Madison Klarkowski, Julian Frommel
IEEE Trans. Games2
2021 Meeting You, Seeing Me: The Role of Social Anxiety, Visual Feedback, and Interface Layout in a Get-to-Know-You Task via Video Chat
abstract
The growing number of video chat users includes socially anxious people, but it is not known how video chat interfaces affect their interpersonal interactions. In our first study, we use a get-to-know-you task to show that when video feedback of oneself is disabled, higher social anxiety is associated with more public self-awareness, use of 2nd person pronouns, and experienced anxiety. Higher social anxiety was linked to discussing more topics, but discussing more topics only elicited higher self-disclosure and trust when social anxiety was low. In our second study, we assess these same effects using a presentation layout video chat interface and observe no effects of social anxiety on public self-awareness, 2nd person pronoun use, or number of topics discussed; no effect of feedback on experienced anxiety; and no link between number of topics and self-disclosure. Video chat adopters and designers should consider how feedback and interface layout affect conversations.
Matthew K. Miller 0001, Martin Dechant, Regan L. Mandryk
CHI3
2021 Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game
abstract
Many serious games are most effective when played regularly; however, little is known about how individual game elements support player adherence over time. This work draws on evidence from existing frameworks and game design theories as well as from the design of casual games to investigate how individual game mechanics affect player attrition in a serious game. We implemented a math-learning game in which we could individually layer various game mechanics, and over the course of 3 weeks, 99 participants played one of six versions: Baseline, Rewards, Novelty, Completion, Waiting, or Blocking. We compared the game versions by analyzing the players’ performance as well as behaviour. Using survival analysis, we identified that the addition of Completion and Blocking mechanics facilitated the strongest sustained engagement. These findings are congruent with existing theories of player experience and promote the development of guidelines on designing for sustained engagement in serious games.
Dmitry Alexandrovsky, Maximilian A. Friehs, Jendrik Grittner, Susanne Putze, Max Birk, Rainer Malaka, Regan L. Mandryk
CHI7
2021 Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming
abstract
Video game toxicity, endemic to online play, represents a pervasive and complex problem. Antisocial behaviours in online play directly harm player wellbeing, enjoyment, and retention—but research has also revealed that some players normalize toxicity as an inextricable and acceptable element of the competitive video game experience. In this work, we explore perceptions of toxicity and how they are predicted by player traits, demonstrating that participants reporting a higher tendency towards Conduct Reconstrual, Distorting Consequences, Dehumanization, and Toxic Online Disinhibition perceive online game interactions as less toxic. Through a thematic analysis on willingness to report, we also demonstrate that players abstain from reporting toxic content because they view it as acceptable, typical of games, as banter, or as not their concern. We propose that these traits and themes represent contributing factors to the cyclical normalization of toxicity. These findings further highlight the multifaceted nature of toxicity in online video games.
Nicole A. Beres, Julian Frommel, Elizabeth Reid 0001, Regan L. Mandryk, Madison Klarkowski
CHI4
2021 Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task
abstract
Digital biomarkers of mental health issues offer many advantages, including timely identification for early intervention, ongoing assessment during treatment, and reducing barriers to assessment stemming from geography, age, fear, or disparities in access to systems of care. Embedding digital biomarkers into games may further increase the reach of digital assessment. In this study, we explore game-based digital biomarkers for social anxiety, based on interaction with a non-player character (NPC). We show that social anxiety affects a player's accuracy and their movement path in a gaming task involving an NPC. Further, we compared first versus third-person camera perspectives and the use of customized versus predefined avatars to explore the influence of common game interface factors on the expression of social anxiety through in-game movements. Our findings provide new insights about how game-based digital biomarkers can be effectively used for social anxiety, affording the benefits of early and ongoing digital assessment.
Martin Dechant, Julian Frommel, Regan L. Mandryk
CHI3
2021 Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy
abstract
Self-report assessment is important for research and game development, e.g., to gather data during play. Games can use dialogues with non-player characters (NPCs) to gather self-report data; however, players might respond differently to dialogues than questionnaires. Without guidance on how in-game assessment affects player perceptions and experiences, designers and researchers are in danger of making decisions that harm data quantity and quality, and perceptions of privacy. We conducted a user study to understand self-report collection from NPC dialogues and traditional in-game overlay questionnaires. Data quality and player experience measures autonomy, curiosity, immersion, and mastery did not differ significantly, although NPC dialogues enhanced meaning. NPC dialogues supported an increase in data quantity through voluntary 5-point scales but not via open responses; however, they also increased the perceived intimacy of shared information despite comparable objective intimacy. NPC dialogues are useful to gather quantitative self-report data. They enable a meaningful play experience but could facilitate negative effects related to privacy.
Julian Frommel, Cody J. Phillips 0002, Regan L. Mandryk
CHI3
2021 Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength
abstract
Two social motives are distinguished by Motive Disposition Theory: affiliation and power. Motives orient, select and energize our behaviour, suggesting that the choices of power-motivated individuals should be guided by power cues, such as the appearance of strength in a game character or avatar. In study 1 we demonstrate that participants were more likely to pick strong-looking Pokémon for a fight and cute Pokémon as a companion. In addition, we show that even when considering these contexts, the power motive predicts preferences for a powerful appearance, whereas affiliation does not. In study 2 we replicate the study 1 findings and distinguish between two ways to enact the power motive (prosocial and dominant power). We demonstrate that the dominance, but not the prosociality, facet drives the preference for strong-looking Pokémon. Our findings suggest that the need to influence others—the power motive—drives the choice for battle companions who symbolize strength.
Susanne Poeller, Karla Waldenmeier, Nicola Baumann, Regan L. Mandryk
CHI4
2021 Predicting Beliefs from NPC Dialogues
abstract
Game designers and developers benefit from gathering data from players; however, interrupting play with questionnaires can harm experience. Previous work has suggested that embedding questionnaires into games, such as through dialogue choices when interacting with non-player characters (NPCs) can help, but there is no evidence that dialogue choices can model the real-world beliefs of players. In this study we demonstrate two methods of successfully predicting responses to validated scales of sexist beliefs from NPC dialogues that do not differ in their resulting narrative engagement. Our findings open opportunities for better tailoring games and game experiences by modeling players through their in-game interactions.
Jason T. Bowey, Julian Frommel, Brandon Piller, Regan L. Mandryk
CoG4
2021 The Struggle is Spiel: On Failure and Success in Games
abstract
Experiencing the thrill of success is one of digital gaming’s pleasures, but often also involves the crush of repeated failure. To explore success and failure in play, we conducted a mixed-methods study in which 182 participants described scenarios of success and failure and their experiences therein. Our results suggest that success and failure should be considered in relation to the players’ goals, that failure should be differentiated into temporary and perpetual failure, and that temporary failure (the struggle) is integral to the experience of success (overcoming the struggle). We further show that although success is generally more enjoyable than failure, players who enjoy a challenge are more likely to experience competence and find enjoyment within experiences of failure. Our findings contextualize what players perceive as failure and success, and that, for many players, success is overcoming the struggle of failure.
Julian Frommel, Madison Klarkowski, Regan L. Mandryk
FDG3
2021 Shocking advantage! Improving digital game performance using non-invasive brain stimulation
abstract
As digital gaming has grown from a leisure activity into a competitive endeavor with college scholarships, celebrity, and large prize pools at stake, players search for ways to enhance their performance, including through coaching, training, and employing tools that yield a performance advantage. Transcranial direct current stimulation (tDCS) is a non-invasive brain stimulation technique that is presently being explored by esports athletes and competitive gamers. Although shown to modulate cognitive processing in standard laboratory tasks, there is little scientific evidence that tDCS improves performance in digital games, which are visually complex and attentionally demanding environments. We applied tDCS between two sessions of the Stop-Signal Game (SSG; Friehs, Dechant, Vedress, Frings, & Mandryk, 2020). The SSG is a custom-built infinite runner that is based on the Stop-Signal Task (SST; Verbruggen et al., 2019). Consequently, the SSG can be used to evaluate response inhibition as measured by Stop-Signal Reaction Time (SSRT), but in an enjoyable 3D game experience. We used anodal, offline tDCS to stimulate the right dorsolateral prefrontal cortex (rDLPFC); a 9 cm² anode was always positioned over the rDLPFC while the 35 cm² cathode was placed over the left deltoid. We hypothesized that anodal tDCS would enhance neural processing (as measured by a decrease in SSRT) and improve performance, while sham stimulation (i.e., the control condition with a faked stimulation) should lead to no significant change. In a sample of N = 45 healthy adults a significant session x tDCS-condition interaction emerged in the expected direction. Subsequent analysis confirmed that the statistically significant decrease in SSRT after anodal tDCS to the rDLPFC was not due to a general change in reaction times. These results provide initial evidence that tDCS can influence performance in digital games.
Maximilian A. Friehs, Martin Dechant, Sarah Vedress, Christian Frings, Regan L. Mandryk
Int. J. Hum. Comput. Stud.5
2021 Under Pressure: Exploring Choke and Clutch in Competitive Video Games
abstract
Video games frequently invoke high-pressure circumstances in which player performance is crucial. These high-pressure circumstances are incubators for 'choking' and 'clutching'-phenomena that broadly address critical failures and successes in performance, respectively. The eruption of esports into the mainstream has vitalized the need to understand performance in video games, and particularly in competitive games spaces. In this work, we explore the potential mechanisms behind choking and clutching and how they are related to player traits and tendencies. We report the results of multiple regression analyses, finding that the propensity to choke is positively correlated with Reinvestment, Obsessive Passion, and Public Self-Consciousness, as well as Approach and Avoidance coping styles. Likewise, we find that the propensity to clutch is negatively correlated with Social Anxiety, and positively with Private Self-Consciousness and player experience with competitive gaming. We propose that these findings can be utilized to scaffold and support performance in high-pressure gaming spaces, such as esports. This work represents an initial step in the empirical exploration of choking and clutching in competitive video game contexts.
Nicole A. Beres, Madison Klarkowski, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.3
2021 How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety
abstract
The treatment of social anxiety through digital exposure therapy is challenging due to the cognitive properties of social anxiety-individuals need to be fully engaged in the task and feel themselves represented in the social situation; however, avatar customization has been shown to increase both engagement and social presence. In this paper, we harness techniques used in commercial games, and investigate how customizing self-representation in a novel digital exposure task for social anxiety influences the experience of social threat. In an online experiment with 200 participants, participants either customized their avatar or were assigned a predefined avatar. Participants then controlled the avatar through a virtual shop, where they had to solve a math problem, while a simulated audience within the virtual world observed them and negatively judged their performance. Our findings show that we can stimulate the fear of evaluation by others in our task, that fear is driven primarily by trait social anxiety, and that this relationship is strengthened for people higher in trait social anxiety. We provide new insights into the effects of customization in a novel therapeutic context, and embed the discussion of avatar customization into related work in social anxiety and human-computer interaction. ?
Martin Dechant, Max Birk, Youssef Shiban, Knut Schnell, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.5
2021 The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety
abstract
Social anxiety is a prevalent problem that affects many people with varying severity; digital exposure therapy-which involves controlled exposure to simulations of feared social situations alongside cognitive restructuring-can help treat patients with anxieties. However, the need to personalize exposure scenarios and simulate audiences are barriers to treating social anxieties through digital exposure. In this paper, we propose game streaming as an exposure therapy paradigm for social anxiety, supporting it with data from two studies. We first propose a framework describing requirements for exposure therapy and how game streaming can fulfill them. We select demand and performance visibility from these characteristics to showcase how to manipulate them for experiences of gradual exposure. With Study 1, we provide evidence for these characteristics and support for the framework by showing that a game's demand affected expected fear of streaming games. In Study 2, we show that the prospect of streaming led to elevated fear, a necessary property for effective exposure therapy. Further, we show that the effect of streaming on expected fear was similar for participants who can be considered socially anxious. These findings provide evidence for the essential effect of exposure therapy, which serves as a first step towards the validation of streaming as a social anxiety treatment. Our paper provides an initial, important step towards a novel, broadly applicable, and widely accessible digital approach for the treatment of social anxiety.
Julian Frommel, Martin Dechant, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.3
2021 PACMHCI V5, CHI PLAY, September 2021 Editorial
abstract
Since its inaugural edition in 2014, the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) has grown to become the premier ACM SIGCHI venue for playercomputer interaction, bringing together researchers and professionals across all areas of play, games, and human-computer interaction. This year, CHI PLAY has moved its publications to a journal-based model, and we are pleased to present the first issue of the Proceedings of the ACM on Human-Computer Interaction that contains full paper contributions from the CHI PLAY community. This issue has 64 papers that were accepted in the 2021 cycle of the CHI PLAY conference. Over two rounds, a total of 250 papers were submitted for review and our acceptance rate is 25.6%. Thework published in this volume represents the contributions from the 2021 program committee, including external reviewers, associate chairs, and editors. Together, we have engaged in a revised reviewing process that saw several major changes. First, we moved to a revise and resubmit process to address existing inequities in submission and review, improve the quality of the review process, and increase the reach of our community's research. Second, we made major changes to our review form to improve the review process, while also easing the burden of review, along with explicitlywelcoming different contribution types and managing the complexities of interdisciplinary evaluation. We would like to acknowledge the efforts that our community has made in adapting to this new process, ensuring rigorous review during a global pandemic, and working together with the submitting authors to achieve high-quality scholarship. In this issue, the majority of contributions are empirical in nature, with fifteen papers classified by the authors as using qualitative methods, fifteen using quantitative methods, and nine using mixed methods. We also publish seven papers presenting design artefacts and three presenting technical artefacts. Finally, we include four papers employing meta-research methods, two papers that present new methodological approaches, and nine papers that contribute to the development and validation of theory.
Kathrin Maria Gerling, Elisa D. Mekler, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.3
2021 Videogame Play and Wellbeing Among a First Episode Psychosis Population
abstract
With ongoing interest in the relationship between videogame and mental health alongside recent focus on gaming's role in coping with stressful life events, we sought to explore the relationship between videogame play and wellbeing among people experiencing their first episode of psychosis. Specifically, we aimed to explore the associations between videogame play and wellbeing among consumers of a first episode psychosis (FEP) service and further to compare their motivations for play, need satisfaction, passion for play and wellbeing to a control group. A sample of 88 people experiencing FEP (57 who played videogames and 31 who did not) and a control sample of 46 (all of whom played videogames) completed a survey containing a range of questionnaires related to the variables of interest. Key findings include that among those experiencing FEP, people who played videogames reported better wellbeing outcomes than those who did not. Among participants who played videogames, the FEP sample reported lower levels of need satisfaction through gaming, lower levels of harmonious passion, higher levels of external types of motivation and lower levels of internal types of motivation for play than the control group. Finally, the relationships between passion orientation (both harmonious and obsessive) and psychological distress were stronger in the control group than the FEP sample, suggesting that passion for gaming may be less influential on wellbeing for those experiencing FEP.
Daniel Johnson 0001, Victoria Gore-Jones, Frances Dark, Stephen D. Parker, Sharon Foley, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.6
2021 Meeting with Media: Comparing Synchronous Media Sharing and Icebreaker Questions in Initial Interactions via Video Chat
abstract
Video chat continues to play an increasing role in the personal and professional lives of many people. When meeting someone for the first time via video chat, traditional icebreakers such as discussion questions may be used to ease conversation and facilitate disclosure; however, icebreaker questions have been shown to be less effective at facilitating relationships for some people than others. In this paper, we propose synchronously sharing online media as a more flexible, robust, and effective method of facilitating initial interactions in video chat. Our comparative study of icebreaker questions and media sharing reveals that shared media supports a different style of conversation than icebreakers, but results in equal levels of self-disclosure and trust along with higher levels of warranting and relatedness. Further, while the effectiveness of icebreakers in building trust is lower for individuals low in agreeableness, media sharing results in similar trust formation at all levels of agreeableness. Synchronous media sharing is a promising way of leveraging the digital context of video chat to better support early stages of relationships.
Matthew K. Miller 0001, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.2
2021 Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews
abstract
While evidence supports that some commercial off-the-shelf video games may promote mental wellbeing, it is an extensive time investment to experimentally identify games that benefit players. The time delay between commercial games research and commercial game development can render such research out-of-date. In this work, we explore player-written game reviews as a way to expeditiously identifying games with potential benefits for mental wellbeing. Through a content analysis of review data, we found that players publicly disclose experiences consistent with self-care. Our analysis generated categories related to coping and recovery, emotional regulation, social connectedness, and obsessive play. Through this process, we identified several games as strong candidates for further research. Our work contributes to an emerging research agenda of commercial video games as therapy (VGTx), by providing a technique for rapidly identifying games with therapeutic potential. Further, we demonstrate that Steam user reviews are a valuable source of affective player experience data-a contribution with broad implications for player experience research.
Cody J. Phillips 0002, Madison Klarkowski, Julian Frommel, Carl Gutwin, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.5
2021 Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends
abstract
In Motive Disposition Theory, the affiliation motive describes our need to form mutually satisfying bonds, whereas the power motive is the wish to influence others. To understand how these social motives shape play experience, we explore their relationship to Self-Determination Theory and Flow Theory in League of Legends. We find that: higher intimacy motivation is associated with greater relatedness satisfaction, autonomy satisfaction, enjoyment, and the flow dimension of absorption; higher prosocial motivation with more effort invested and the flow dimension fluency of performance; and higher dominance motivation with lower relatedness satisfaction but higher competence satisfaction and increased flow in both dimensions. We demonstrate that in addition to being driven to satisfy universal needs, players also possess individualized needs that explain our underlying motives and ultimately shape our gaming preferences and experiences. Our results suggest that people do not merely gravitate towards need-supportive situations, but actively seek, change, and create situations based on their individualized motives.
Susanne Poeller, Saskia Seel, Nicola Baumann, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.4
2020 In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs
abstract
Socializing is an important part of why people choose to play games and is at the core of many game mechanics. Anxiety and fear about social interactions can lead to withdrawal from socializing in the physical world, yet players with social anxiety preferentially choose MMORPGs — a highly social genre — raising questions of whether social anxiety expresses differently during in-game interactions. In the present study (N=181), we explore whether and how social anxiety translates into MMORPGs. By developing a measure of in-game social anxiety, we find that although fear and apprehension of socializing in the physical and game worlds are related, they differently affect preferences, behaviours, and experiences. Social anxiety in the physical world drives reasons for playing, whereas in-game anxiety affects behaviours, reducing participation in activities related to socializing and difficult in-game challenges. Our findings can inform the design of social games and the links between social anxiety and social gaming.
Martin Dechant, Susanne Poeller, Colby Johanson, Katelyn Wiley, Regan L. Mandryk
CHI5
2020 Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games
abstract
Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between dyadic strangers, facilitated through their social interactions in an online gaming setting. We collected audio, video, in-game, and self-report data from 23 dyads, extracted 75 features, trained Random Forest and Support Vector Machine models, and evaluated their performance predicting binary (high/low) as well as continuous affiliation toward a partner. The models can predict both binary and continuous affiliation with up to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with features based on verbal communication demonstrating the highest potential. Our findings can inform the design of multiplayer games and game communities, and guide the development of systems for matchmaking and mitigating toxic behaviour in online games.
Julian Frommel, Valentin Sagl, Ansgar E. Depping, Colby Johanson, Matthew K. Miller 0001, Regan L. Mandryk
CHI6
2020 Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends
abstract
The power motive describes our need to have an impact on others. Relevant in contexts such as sports, politics, and business, the power motive could help explain experiences and behaviours in digital games. We present four studies connecting the power motive to role and champion type choices in the MOBA game League of Legends (LoL). In Study1 we demonstrate that overall power motive does not predict role preferences. In Study2 we develop a 6-item-scale distinguishing between two facets of power in game settings: prosociality (empowering others) and dominance (overpowering others). In Study3 we show that prosociality and dominance uniquely predict role preferences for Support and Top Lane. In Study4 we demonstrate that champion type choice (tank, fighter, slayer, controller) is uniquely predicted by dominance and prosociality. We provide insight on how the wish for vertical interactions with other players-the power motive-can influence player interactions in multiplayer games.
Susanne Poeller, Nicola Baumann, Regan L. Mandryk
CHI3
2020 Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play
abstract
Social closeness is important for health and well-being, but is difficult to maintain over a distance. Games can help connect people by strengthening existing relationships or creating new ones through shared playful experiences. We present the design and evaluation of 'In the Same Boat' (ITSB), a two-player infinite runner designed to foster social closeness in distributed dyads. ITSB leverages the synchronization of both players' input to steer a canoe down a river and avoid obstacles. We created two versions: embodied controls, which use players' physiological signals (breath rate, facial expressions), and standard keyboard controls. Results from a study with 35 dyads indicate that ITSB fostered affiliation, and while embodied controls were less intuitive, people enjoyed them more. Further, photos of the dyads were rated as happier and closer in the embodied condition, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance.
Raquel Robinson, Elizabeth Reid 0001, James Collin Fey, Ansgar E. Depping, Katherine Isbister, Regan L. Mandryk
CHI6
2020 How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task
abstract
Cognitive tasks are increasingly being gamified in an attempt to leverage the motivational power of games; however, they are sensitive to manipulation and literature is divided on how adding game elements affects participant performance and experience. We applied two popular gamification approaches (points/feedback and theme/narrative) to a typical cognitive task (the dot probe) and measured performance and experience in two studies (N1=287, N2=321). Similar to prior work, we confirm in Study1 that points increase reaction time and error rate, and positive affect. We replicated these results in Study2, and expanded our analysis to investigate participant experience. Our findings suggest that theme creates expectations of an interesting game, which gamified tasks fail to deliver, whereas points maintain enjoyment better throughout the task itself. Important for the development of gamified cognitive tasks, our findings suggest that novel approaches to gameful assessment may be better than the status quo.
Katelyn Wiley, Sarah Vedress, Regan L. Mandryk
CHI3
2019 FTVR in VR: Evaluation of 3D Perception With a Simulated Volumetric Fish-Tank Virtual Reality Display
abstract
Spherical fish tank virtual reality (FTVR) displays attempt to create a virtual "crystal ball" experience using head-tracked rendering. Almost all of these systems have omitted stereo cues, making them easy to build, but it is not clear how much this omission degrades the 3D experience. In this study, we evaluate performance and subjective effects of stereo on 3D perception and interaction tasks with a spherical FTVR display. To control for calibration error and tracking latency, we perform the evaluation on a simulated spherical display in VR. The results of our study provide a clear recommendation for the design and use of spherical FTVR displays: while omitting stereo may not be readily apparent for users, their performance will be significantly degraded (20% - 91% increase in median task time). Therefore, including stereo viewing in spherical displays is critical for use in FTVR.
Dylan Brodie Fafard, Ian Stavness, Martin Dechant, Regan L. Mandryk, Sidney S. Fels
CHI4
2019 Red or blue pill: fostering identification and transportation through dialogue choices in RPGs
abstract
Through free choice, individuals can exert control over the environment and experience agency. Research has suggested that tailoring aspects of choice to a player's type can provide benefits; however, commercial Role Playing Games (RPGs) generally provide static opposing options from a spectrum (e.g., paragon versus renegade). To inform the design of choices in RPGs, we conducted three studies comparing configurations of dialogue choices across the morality spectrum in an RPG prototype. Study 1 compared two polar (opposing) choices with two moral or two immoral choices. Study 2 contrasted polar choices with similar choices tailored to the player's morality, modelled from their initial 10 decisions. Study 3 compared polar choices with two tailored and one opposing choice. Our results consistently show that including the opposing choice is important to a player's identification with their character, even when we can reliably predict the decision that they will make.
Jason T. Bowey, Maximilian A. Friehs, Regan L. Mandryk
FDG3
2018 Combating Attrition in Digital Self-Improvement Programs using Avatar Customization
abstract
Digital self-improvement programs (e.g., interventions, training programs, self-help apps) are widely accessible, but can not employ the same degree of external regulation as programs delivered in controlled environments. As a result, they suffer from high attrition -- even the best programs won't work if people don't use them. We propose that volitional engagement -- facilitated through avatar customization -- can help combat attrition. We asked 250 participants to engage daily for 3 weeks in a one-minute breathing exercise for anxiety reduction, using either a generic avatar or one that they customized. Customizing an avatar resulted in significantly less attrition and more sustained engagement as measured through login counts. The problem of attrition affects self-improvement programs across a range of do-mains; we provide a subtle, versatile, and broadly-applicable solution.
Max Birk, Regan L. Mandryk
CHI2
2018 The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming
abstract
People of color comprise a large proportion of the US player base, yet are systematically and grossly underrepresented in digital games. We constructed a survey to assess if players perceive this underrepresentation, how they experience these representations, and sample their beliefs about diversity and gaming. Mixed-methods analyses show significant differences between players of color and White players on perception of racial norms in gaming, effects on behavior, emotions, player satisfaction, engagement, and beliefs stemming from a lack of diversity. Players from all races-ethnicities overwhelmingly expressed a desire for greater diversity. We discuss reasons why our methodology shows higher dissatisfaction than previous research and discuss our findings in the context of industry's challenge to meet audience demands for greater racial diversity in games.
Cale J. Passmore, Max Birk, Regan L. Mandryk
CHI3
2018 Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games
abstract
We introduce explicit and implicit motives (i.e., achievement, affiliation, power, autonomy) into player experience research and situate them in existing theories of player motivation, personality, playstyle, and experience. Additionally, we conducted an experiment with 109 players in a social play situation and show that: 1. As expected, there are several correlations of playstyle, personality, and motivation with explicit motives, but few with implicit motives; 2. The implicit affiliation motive predicts in-game social behaviour; and 3. The implicit affiliation motive adds significant variance to explain regression models of in-game social behaviours even when we control for social aspects of personality, the explicit affiliation motive, self-esteem, and social player traits. Our results support that implicit motives explain additional variance because they access needs that are experienced affectively and pre-consciously, and not through cognitive interpretation necessary for explicit expression and communication, as is the case in any approaches that use self-report.
Susanne Poeller, Max Birk, Nicola Baumann, Regan L. Mandryk
CHI4
2017 Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games
abstract
Research on sexism in digital games has suggested that women self-select out of playing sexist games; however, assuming a homogenous gender-based response does not account for the diversity of identities within a gender group. Gender-incongruent responses to recent events like #gamergate implies that the gender of the participant is not paramount to experience, but that their beliefs about gender roles are. To explore the role of sexist beliefs on experience in sexist games, we created three versions of a game that were identical except for the presence of sexist imagery and/or dialogue. We show that enjoyment of sexist games is not predicted by player gender, but by the player's pre-existing beliefs about gender. Furthermore, avatar identification is the pathway through which enjoyment is facilitated. Finally, sexist dialogue does not improve the play experience for anyone rather it harms experience for players of all genders who do not hold sexist beliefs.
Jason T. Bowey, Ansgar E. Depping, Regan L. Mandryk
CHI3
2017 Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience
abstract
Games user research (GUR) measures the performance and preference of digital game players, and interprets these measurements in the context of theories that explain human behavior. There are many validated approaches for measuring player experience that are grounded in psychological theories on motivation and emotion. Attribution theory explains how people assign causes to events and how these attributions affect peoples' emotional reactions and motivations. In this paper we argue that attribution theory can provide additional value to the existing suite of GUR tools; however, there are currently no validated tools to assess player attribution in the context of games. This paper describes the conceptualization of player attribution based on literature, presents the development and validation of a scale to assess player attribution in games, and discusses the implications of adding player attribution to the toolbox of methods for the design and evaluation of digital games.
Ansgar E. Depping, Regan L. Mandryk
CHI2
2017 Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat
abstract
Video chat is a popular form of computer-mediated communication in a range of contexts from online job interviews to chatting with friends. Although seeing your own video feedback is the predominant interface design, self-awareness research suggests that seeing oneself could induce self-consciousness and affect interaction. We created a custom video chat application and asked pairs of strangers to engage in an online personal information exchange task with or without video feedback. Feedback increased self-awareness and the use of socially-focused words, and decreased the use of words expressing certainty. In addition, mixed-gender dyads rated themselves as more socially orientated with feedback than without, which was reflected in an increased use of inclusive pronouns and affiliation words, and fewer words expressing discrepancy. However, with feedback, same-gender dyads reported greater task orientation than mixed-gender dyads reflected in increased use of task-relevant words. We discuss design implications in contexts from remote therapy to online dating.
Matthew K. Miller 0001, Regan L. Mandryk, Max Birk, Ansgar E. Depping, Tushita Patel
CHI2
2017 Improving the Efficacy of Games for Change Using Personalization Models
abstract
There has been a continuous increase in the design and application of computer games for purposes other than entertainment in recent years. Serious games—games that motivate behavior and retain attention in serious contexts—can change the attitudes, behaviors, and habits of players. These games for change have been shown to motivate behavior change, persuade people, and promote learning using various persuasive strategies. However, persuasive strategies that motivate one player may demotivate another. In this article, we show the importance of tailoring games for change in the context of a game designed to improve healthy eating habits. We tailored a custom-designed game by adapting only the persuasive strategies employed; the game mechanics themselves did not vary. Tailoring the game design to players’ personality type improved the effectiveness of the games in promoting positive attitudes, intention to change behavior, and self-efficacy. Furthermore, we show that the benefits of tailoring the game intervention are not explained by the improved player experience, but directly by the choice of persuasive strategy employed. Designers and researchers of games for change can use our results to improve the efficacy of their game-based interventions.
Rita Orji, Regan L. Mandryk, Julita Vassileva
ACM Trans. Comput. Hum. Interact.2
2016 Fostering Intrinsic Motivation through Avatar Identification in Digital Games
abstract
Fostering intrinsic motivation with interactive applications can increase the enjoyment that people experience when using technology, but can also translate into more invested effort. We propose that identifying with an avatar in a game will increase the intrinsic motivation of the player. We analyzed data from 126 participants playing a custom endless runner game and show that similarity identification, embodied identification, and wishful identification increases autonomy, immersion, invested effort, enjoyment, and positive affect. We also show that greater identification translates into motivated behaviour as operationalized by the time that players spent in an unending version of the infinite runner. Important for the design of games for entertainment and serious purposes, we discuss how identification with an avatar can be facilitated to cultivate intrinsic motivation within and beyond games.
Max Birk, Cheralyn Atkins, Jason T. Bowey, Regan L. Mandryk
CHI4
2016 The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games
abstract
The social nature of multiplayer games provides compelling play experiences that are dynamic, unpredictable, and satisfying; however, playing digital games with others can result in feeling socially excluded. There are several known harmful effects of ostracism, including on cognition and the interpretation of social information. To investigate the effects of social exclusion in the context of a multiplayer game, we developed and validated a social exclusion paradigm that we embedded in an online game. Called Operator Challenge, our paradigm influenced feelings of social exclusion and access to hostile cognitions (measured through a word-completion task). In addition, the degree of experienced belonging predicted player enjoyment, effort, and the number of hostile words completed; however, the experience measures did not mediate the relationship between belonging and access to hostile cognitions. Our work facilitates understanding the causes and effects of exclusion, which is important for the study of player experience in multiplayer games.
Max Birk, Benjamin Buttlar, Jason T. Bowey, Susanne Poeller, Shelby C. Thomson, Nicola Baumann, Regan L. Mandryk
CHI7
2016 How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game
abstract
In social play settings, it can be difficult for people with different skill levels to play a game together. Player balancing that provides skill assistance for the weaker player can allow for enjoyable play experiences; however, previous research (and conventional wisdom) has suggested that skill assistance should be kept hidden to avoid perceptions of unfairness. We carried out a study to test how disclosing skill assistance affects player experience. We found -- surprisingly -- that disclosing assistance did not harm play experience; players were more influenced by the benefits of equalized performance resulting from assistance than by their knowledge of the assist. We introduce the idea of attribution biases to help explain why awareness was not harmful -- people tend to take credit for their successes, but attribute failures externally. We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.
Ansgar E. Depping, Regan L. Mandryk, Chengzhao Li, Carl Gutwin, Rodrigo Vicencio-Moreira
CHI2
2016 Peak-End Effects on Player Experience in Casual Games
abstract
The peak-end rule is a psychological heuristic observing that people's retrospective assessment of an experience is strongly influenced by the intensity of the peak and final moments of that experience. We examine how aspects of game player experience are influenced by peak-end manipulations to the sequence of events in games that are otherwise objectively identical. A first experiment examines players' retrospective assessments of two games (a pattern matching game based on Bejeweled and a point-and-click reaction game) when the sequence of difficulty is manipulated to induce positive, negative and neutral peak-end effects. A second experiment examines assessments of a shootout game in which the balance between challenge and skill is similarly manipulated. Results across the games show that recollection of challenge was strongly influenced by peak-end effects; however, results for fun, enjoyment, and preference to repeat were varied -- sometimes significantly in favour of the hypothesized effects, sometimes insignificant, but never against the hypothesis.
Carl Gutwin, Christianne Rooke, Andy Cockburn, Regan L. Mandryk, Benjamin J. Lafreniere
CHI4
2016 Scaffolding Player Location Awareness through Audio Cues in First-Person Shooters
abstract
Digital games require players to learn various skills, which is often accomplished through play itself. In multiplayer games, novices can feel overwhelmed if competing against better players, and can fail to improve, which may lead to unsatisfying play and missed social play opportunities. To help novices learn the requisite skills, we first determined how experts accomplish an important task in multiplayer FPS games -- locating their opponent. After determining that an understanding of audio cues and how to leverage them was critical, we designed and evaluated two systems for introducing this skill of locating opponents through audio cues -- a training system, and a modified game interface. We found that both systems improved accuracy and confidence, but that the training system led to more audio cues being recognized. Our work may help people of disparate skill play together, by scaffolding novices to learn and use a strategy commonly employed by experts.
Colby Johanson, Regan L. Mandryk
CHI2
2016 Extracting Heart Rate from Videos of Online Participants
abstract
Crowdsourcing experiments online allows for low-cost data gathering with large participant pools; however, collecting data online does not give researchers access to certain metrics. For example, physiological measures such as heart rate (HR) can provide high-resolution data about the physical, emotional, and mental state of the participant. We investigate and characterize the feasibility of gathering HR from videos of online participants engaged in single user and social tasks. We show that room lighting, head motion, and network bandwidth influence measurement quality, but that instructing participants in good practices substantially improves measurement quality. Our work takes a step towards online physiological data collection.
Thomas Muender, Matthew K. Miller 0001, Max Birk, Regan L. Mandryk
CHI4
2016 How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience
abstract
Matching game difficulty to player ability is a crucial step toward a rewarding player experience, yet making difficulty adjustments that are effective yet unobtrusive can be challenging. This paper examines the impact of automatic and player-initiated difficulty adjustment on player experience through two studies. In the first study, 40 participants played the casual game THYFTHYF either in motion-based or sedentary mode, using menu-based, embedded, or automatic difficulty adjustment. In the second study, we created an adapted version of the commercially available game fl0w to allow us to carry out a more focused study of sedentary casual play. Results from both studies demonstrate that the type of difficulty adjustment has an impact on perceived autonomy, but other player experience measures were not affected as expected. Our findings suggest that most players express a preference for manual difficulty choices, but that overall game experience was not notably impacted by automated difficulty adjustments.
Jan D. Smeddinck, Regan L. Mandryk, Max Birk, Kathrin Maria Gerling, Dietrich Barsilowski, Rainer Malaka
CHI2
2016 Differentiating in-Game Frustration from at-Game Frustration using Touch Pressure
abstract
Games are engaging in part because players experience competence from overcoming challenges. Although this process can feel frustrating, it is often experienced as a positive frustration that results in further engagement. Motivating frustration can be difficult to differentiate from the disheartening frustration that occurs when games are poorly designed or are much too difficult, yet understanding this difference is important for designers to make informed decisions on how to address player experience problems. We conducted an experiment to determine whether touch pressure from game interaction can differentiate between motivating in-game frustration and disheartening at-game frustration. Our results showed that although in-game and at-game frustration were of similar magnitude, enjoyment was higher and attribution was more internal for in-game frustration. Both peak pressure and mean pressure were also higher for in-game frustration, showing the potential of touch pressure as a game experience evaluation metric.
Matthew K. Miller 0001, Regan L. Mandryk
ISS2
2015 Mobile Gamification for Crowdsourcing Data Collection: Leveraging the Freemium Model
abstract
Classic ways of gathering data on human behaviour are time-consuming, costly and are subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and access to a diverse and large participant pool; however issues arise concerning low worker pay and questions about data quality. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. Our solution combines gamification and crowdsourcing in a smartphone-based system that emulates the popular Freemium model of play to motivate voluntary participation through in-game rewards, using a robust framework to study multiple unrelated research questions within the same system. We deployed our game on the Android store and compared it to a gamified laboratory version and a non-gamified laboratory version, and found that players who used the in-game rewards were motivated to do experimental tasks. There was no difference between the systems for performance on a motor task; however, performance on the cognitive task was worse for the crowdsourced game. We discuss options for improving performance on tasks requiring attention.
Kristen K. Dergousoff, Regan L. Mandryk
CHI2
2015 Long-Term Use of Motion-Based Video Games in Care Home Settings
abstract
Recent research suggests that motion-based video games have the potential to provide both mental and physical stimulation for older adults in residential care. However, little research has explored the practical challenges and opportunities that arise from integrating these games within existing schedules of activities in these contexts. In our work, we report on a qualitative enquiry that was conducted over a three month period at two long-term care facilities. Findings suggest that older adults enjoyed playing video games, and that games can be a valuable means of re-introducing challenge in late life, but that the impact of age-related changes and impairment can influence people's ability to engage with games in a group setting. We outline core challenges in the design for care context and discuss implications of our work regarding the suitability of games as a self-directed leisure activity.
Kathrin Maria Gerling, Regan L. Mandryk, Conor Linehan
CHI2
2015 Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game
abstract
When player skill levels differ widely in a competitive First-Person Shooter (FPS) game, enjoyment suffers: weaker players become frustrated and stronger players become less engaged. Player balancing techniques attempt to assist the weaker player and make games more competitive, but these techniques have limitations for deployment when skill levels vary substantially. We developed new player balancing schemes to deal with a range of FPS skill difference, and tested these techniques in one-on-one deathmatches using a commercial-quality FPS game developed with the UDK engine. Our results showed that the new balancing schemes are extremely effective at balancing, even for players with large skill differences. Surprisingly, the techniques that were most effective at balancing were also rated as most enjoyable by both players -- even though these schemes were the most noticeable. Our study is the first to show that player balancing can work well in realistic FPS games, providing developers with a way to increase the audience for this popular genre. In addition, our results demonstrate the idea that successful balancing is as much about the way the technique is applied as it is about the specific manipulation.
Rodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin
CHI2
2015 Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks
Andre Doucette, Carl Gutwin, Regan L. Mandryk
Graphics Interface3
2015 Gender, Age, and Responsiveness to Cialdini's Persuasion Strategies
Rita Orji, Regan L. Mandryk, Julita Vassileva
PERSUASIVE2
2015 Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits
Max Birk, Dereck Toker, Regan L. Mandryk, Cristina Conati
UMAP3
2014 The effects of embodied persuasive games on player attitudes toward people using wheelchairs
abstract
People using wheelchairs face barriers in their daily lives, many of which are created by people who surround them. Promoting positive attitudes towards persons with disabilities is an integral step in removing these barriers and improving their quality of life. In this context, persuasive games offer an opportunity of encouraging attitude change. We created a wheelchair-controlled persuasive game to study how embodied interaction can be applied to influence player attitudes over time. Our results show that the game intervention successfully raised awareness for challenges that people using wheelchairs face, and that embodied interaction is a more effective approach than traditional input in terms of retaining attitude change over time. Based on these findings, we provide design strategies for embodied interaction in persuasive games, and outline how our findings can be leveraged to help designers create effective persuasive experiences beyond games.
Kathrin Maria Gerling, Regan L. Mandryk, Max Birk, Matthew K. Miller 0001, Rita Orji
CHI2
2014 Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames
abstract
Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem'especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.
Kathrin Maria Gerling, Matthew K. Miller 0001, Regan L. Mandryk, Max Birk, Jan D. Smeddinck
CHI3
2014 The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games
abstract
Aim-assistance techniques have been shown to work for player balancing in 2D environments, but little information exists about how well these techniques will work in a 3D FPS game. We carried out three studies of the performance of five different aim assists in an Unreal-based game world. The assists worked well in a target-range scenario (study 1), but their performance was reduced when game elements were introduced in a walkthrough map (study 2). We systematically examined the relationships between realistic game elements and assist performance (study 3). These studies show that two techniques -- bullet magnetism and area cursor -- worked well in a wide variety of situations. Other techniques that worked well were too perceptible, and some previously-successful techniques did not work well in any game-like scenario. Our studies are the first to provide empirical evidence of the performance of aim assist techniques in 3D environments, and the first to identify the complexities in using these techniques in real FPS games.
Rodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin, Scott Bateman
CHI2
2014 How players value their characters in world of warcraft
abstract
Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.
Ian J. Livingston, Carl Gutwin, Regan L. Mandryk, Max Birk
CSCW3
2014 Developing culturally relevant design guidelines for encouraging healthy eating behavior
Rita Orji, Regan L. Mandryk
Int. J. Hum. Comput. Stud.2
2014 Modeling the efficacy of persuasive strategies for different gamer types in serious games for health
Rita Orji, Julita Vassileva, Regan L. Mandryk
User Model. User Adapt. Interact.3
2013 Games as neurofeedback training for children with FASD
abstract
Biofeedback games help people maintain specific mental or physical states and are useful to help children with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a child's interest over the long term needed for effective biofeedback training. We present a system that turns off-the-shelf computer games into biofeedback games. Our approach uses texture-based graphical overlays that vary in their obfuscation of underlying screen elements based on the sensed physiological state of the child. The textures can be visually customized so that they appear to be integrated with the underlying game. Through a 12-week deployment, with 16 children with Fetal Alcohol Spectrum Disorder, we show that our solution can hold a child's interest over a long term, and balances the competing needs of maintaining the fun of playing, while providing effective biofeedback training.
Regan L. Mandryk, Shane Dielschneider, Michael Kalyn, Christopher P. Bertram, Michael Gaetz, Andre Doucette, Brett Taylor, Alison Pritchard Orr, Kathy Keiver
IDC1
2013 Wheelchair-based game design for older adults
abstract
Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair.
Kathrin Maria Gerling, Regan L. Mandryk, Michael Kalyn
ASSETS2
2013 Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
abstract
Whether they are made to entertain you, or to educate you, good video games engage you. Significant research has tried to understand engagement in games by measuring player experience (PX). Traditionally, PX evaluation has focused on the enjoyment of game, or the motivation of players; these factors no doubt contribute to engagement, but do decisions regarding play environment (e.g., the choice of game controller) affect the player more deeply than that? We apply self-determination theory (specifically satisfaction of needs and self-discrepancy represented using the five factors model of personality) to explain PX in an experiment with controller type as the manipulation. Our study shows that there are a number of effects of controller on PX and in-game player personality. These findings provide both a lens with which to view controller effects in games and a guide for controller choice in the design of new games. Our research demonstrates that including self-characteristics assessment in the PX evaluation toolbox is valuable and useful for understanding player experience.
Max Birk, Regan L. Mandryk
CHI2
2013 The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments
abstract
Collaborative tabletop systems can employ direct touch, where people's real arms and hands manipulate objects, or indirect input, where people are represented on the table with digital embodiments. The input type and the resulting embodiment dramatically influence tabletop interaction: in particular, the touch avoidance that naturally governs people's touching and crossing behavior with physical arms is lost with digital embodiments. One result of this loss is that people are less aware of each others' arms, and less able to coordinate actions and protect personal territories. To determine whether there are strategies that can influence group interaction on shared digital tabletops, we studied augmented digital arm embodiments that provide tactile feedback or movement alterations when people touched or crossed arms. The study showed that both augmentation types changed people's behavior (people crossed less than half as often) and also changed their perception (people felt more aware of the other person's arm, and felt more awkward when touching). This work shows how groupware designers can influence people's interaction, awareness, and coordination abilities when physical constraints are absent.
Andre Doucette, Regan L. Mandryk, Carl Gutwin, Miguel A. Nacenta, Andriy Pavlovych
CHI2
2013 Tailoring persuasive health games to gamer type
abstract
Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior.
Rita Orji, Regan L. Mandryk, Julita Vassileva, Kathrin Maria Gerling
CHI2
2013 Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables
abstract
In tabletop work with direct input, people avoid crossing each others' arms. This natural touch avoidance has important consequences for coordination: for example, people rarely grab the same item simultaneously, and negotiate access to the workspace via turn-taking. At digital tables, however, some situations require the use of indirect input (e.g., large tables or remote participants), and in these cases, people are often represented with virtual arm embodiments. There is little information about what happens to coordination and reaching when we move from physical to digital arm embodiments. To gather this information, we carried out a controlled study of tabletop behaviour with different embodiments. We found dramatic differences in moving to a digital embodiment: people touch and cross with virtual arms far more than they do with real arms, which removes a natural coordination mechanism in tabletop work. We also show that increasing the visual realism of the embodiment does not change behaviour, but that changing the thickness has a minor effect. Our study identifies important design principles for virtual embodiments in tabletop groupware, and adds to our understanding of embodied interaction in small groups.
Andre Doucette, Carl Gutwin, Regan L. Mandryk, Miguel A. Nacenta, Sunny Sharma
CSCW3
2013 Is movement better?: comparing sedentary and motion-based game controls for older adults
Kathrin Maria Gerling, Kristen K. Dergousoff, Regan L. Mandryk
Graphics Interface3
2013 Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design
Rita Orji, Julita Vassileva, Regan L. Mandryk
PERSUASIVE3
2013 LunchTime: a slow-casual game for long-term dietary behavior change
Rita Orji, Julita Vassileva, Regan L. Mandryk
Pers. Ubiquitous Comput.3
2012 Turning off-the-shelf games into biofeedback games
abstract
Biofeedback games help users maintain specific mental or physical states and are useful to help people with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a user's interest over the long term. We present two systems that turn off-the-shelf games into biofeedback games. Our desktop approach uses visual feedback via texture-based graphical overlays that vary in their obfuscation of an underlying game based on the user's physiological state. Our mobile approach presents multi-modal feedback (audio or vibration) of a user's physiological state on an iPhone.
Regan L. Mandryk, Michael Kalyn, Yichen Dang, Andre Doucette, Brett Taylor, Shane Dielschneider
ASSETS1
2012 The acute cognitive benefits of casual exergame play
abstract
Acute cognitive benefits, such as temporary improvements in concentration, can result from as few as ten minutes of exercise; however, most people do not take exercise breaks throughout the day. To motivate people to receive the cognitive benefits of exercising in short bursts multiple times per day, we designed an engaging casual exergame. To determine whether there are cognitive benefits after playing our game, we conducted two studies to compare playing ten minutes of our casual exergame to a sedentary version of the game or exercise on a treadmill. We found acute cognitive benefits of the casual exergame over the sedentary version (but not treadmill exercise), demonstrated by significantly improved performance on two cognitive tests that require focus and concentration. Significant improvements were also found in participants' affective states after playing the casual exergame. Finally, our casual exergame produces similar exertion levels to treadmill exercise, but is perceived as more fun.
Regan L. Mandryk
CHI2
2012 Full-body motion-based game interaction for older adults
abstract
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
Kathrin Maria Gerling, Ian J. Livingston, Lennart E. Nacke, Regan L. Mandryk
CHI4
2012 "I'm just here to play games": social dynamics and sociality in an online game site
abstract
There are many web sites that allow people to play board or card games against other human players. These sites offer tools and opportunities for social interaction, but little is known about how people really interact on these sites. To learn more about social dynamics on game sites, we analysed three months of log files from a large site to explore three themes: permanence (whether people formed a long-term association with the site); social interaction (in terms of shared activity and verbal communication); and formation of ties (whether people made contacts with others). Our analyses showed that while the site seems very social when we consider gameplay, the population was highly transient, and people talked very little. To explain these behaviours, we suggest that games and game-based activity should be considered as a legitimate form of human interaction. Our analysis provides new information and new ways of thinking about how game environments can be designed to support many kinds of sociability.
Lennart E. Nacke, Gregor McEwan, Carl Gutwin, Regan L. Mandryk
CSCW4
2012 Creating and interpreting abstract visualizations of emotion
Brett Taylor, Regan L. Mandryk
Graphics Interface2
2012 Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants
Rita Orji, Regan L. Mandryk, Julita Vassileva
PERSUASIVE2
2012 Emotional response and visual attention to non-photorealistic images
David Mould, Regan L. Mandryk, Hua Li 0006
Comput. Graph.2
2012 Analysis and comparison of target assistance techniques for relative ray-cast pointing
Scott Bateman, Regan L. Mandryk, Carl Gutwin, Robert Xiao
Int. J. Hum. Comput. Stud.2
2011 Target assistance for subtly balancing competitive play
abstract
In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although several mechanisms for accommodating different skill levels have been proposed, traditional approaches can be too obvious and can change the nature of the game. For games involving aiming, we propose the use of target assistance techniques (such as area cursors, target gravity, and sticky targets) to accommodate skill imbalances. We compared three techniques in a study, and found that area cursors and target gravity significantly reduced score differential in a shooting-gallery game. Further, less skilled players reported having more fun when the techniques helped them be more competitive, and even after they learned assistance was given, felt that this form of balancing was good for group gameplay. Our results show that target assistance techniques can make target-based games more competitive for shared play.
Scott Bateman, Regan L. Mandryk, Tadeusz Stach, Carl Gutwin
CHI2
2011 Identifying emotional states using keystroke dynamics
abstract
The ability to recognize emotions is an important part of building intelligent computers. Emotionally-aware systems would have a rich context from which to make appropriate decisions about how to interact with the user or adapt their system response. There are two main problems with current system approaches for identifying emotions that limit their applicability: they can be invasive and can require costly equipment. Our solution is to determine user emotion by analyzing the rhythm of their typing patterns on a standard keyboard. We conducted a field study where we collected participants' keystrokes and their emotional states via self-reports. From this data, we extracted keystroke features, and created classifiers for 15 emotional states. Our top results include 2-level classifiers for confidence, hesitance, nervousness, relaxation, sadness, and tiredness with accuracies ranging from 77 to 88%. In addition, we show promise for anger and excitement, with accuracies of 84%.
Clayton Epp, Michael Lippold, Regan L. Mandryk
CHI3
2011 The effects of intended use on target acquisition
abstract
Fitts's Law has been used extensively in HCI to describe 2D targeting; however, the controlled tasks generally used neglect aspects of real-world pointing, including how the intended use of a target affects its acquisition. We studied aiming to a target in four tasks requiring varying precision after acquisition. Our results present the first evidence that the intended use of a target affects its acquisition in terms of movement time and motion kinematics for computer aiming. Important for researchers who model 2D targeting, our results also have particular impact for HCI research that uses motion kinematics.
Regan L. Mandryk, Calvin Lough
CHI1
2011 Biofeedback game design: using direct and indirect physiological control to enhance game interaction
abstract
Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.
Lennart E. Nacke, Michael Kalyn, Calvin Lough, Regan L. Mandryk
CHI4
2011 Effects of view, input device, and track width on video game driving
Scott Bateman, Andre Doucette, Robert Xiao, Carl Gutwin, Regan L. Mandryk, Andy Cockburn
Graphics Interface5
2011 Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments
Robert Xiao, Miguel A. Nacenta, Regan L. Mandryk, Andy Cockburn, Carl Gutwin
Graphics Interface3
2011 GrabApple: The Design of a Casual Exergame
Regan L. Mandryk
ICEC2
2011 Influencing Experience: The Effects of Reading Game Reviews on Player Experience
Ian J. Livingston, Lennart E. Nacke, Regan L. Mandryk
ICEC3
2011 Playing Digital Games Will Make You a Better Human Being
Regan L. Mandryk
ICEC1
2011 BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
Lennart E. Nacke, Chris Bateman, Regan L. Mandryk
ICEC3
2011 Gemini: A Pervasive Accumulated Context Exergame
Kevin G. Stanley, Ian J. Livingston, Alan Bandurka, Mohammad S. Hashemian, Regan L. Mandryk
ICEC5
2011 Calibration games: making calibration tasks enjoyable by adding motivating game elements
abstract
Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.
David R. Flatla, Carl Gutwin, Lennart E. Nacke, Scott Bateman, Regan L. Mandryk
UIST5
2010 Useful junk?: the effects of visual embellishment on comprehension and memorability of charts
abstract
Guidelines for designing information charts (such as bar charts) often state that the presentation should reduce or remove 'chart junk' - visual embellishments that are not essential to understanding the data. In contrast, some popular chart designers wrap the presented data in detailed and elaborate imagery, raising the questions of whether this imagery is really as detrimental to understanding as has been proposed, and whether the visual embellishment may have other benefits. To investigate these issues, we conducted an experiment that compared embellished charts with plain ones, and measured both interpretation accuracy and long-term recall. We found that people's accuracy in describing the embellished charts was no worse than for plain charts, and that their recall after a two-to-three-week gap was significantly better. Although we are cautious about recommending that all charts be produced in this style, our results question some of the premises of the minimalist approach to chart design.
Scott Bateman, Regan L. Mandryk, Carl Gutwin, Aaron Genest, David McDine, Christopher Brooks 0001
CHI2
2010 A comparison of techniques for in-place toolbars
Andre Doucette, Carl Gutwin, Regan L. Mandryk
Graphics Interface3
2009 An evaluation of coordination techniques for protecting objects and territories in tabletop groupware
abstract
Indirect input techniques allow users to quickly access all parts of tabletop workspaces without the need for physical access; however, indirect techniques restrict the available social cues that are seen on direct touch tables. This reduced awareness results in impoverished coordination; for example, the number of conflicts might increase since users are more likely to interact with objects that another person is planning to use. Conflicts may also arise because indirect techniques reduce territorial behavior, expanding the interaction space of each collaborator. In this paper, we introduce three new tabletop coordination techniques designed to reduce conflicts arising from indirect input, while still allowing users the flexibility of distant object control. Two techniques were designed to promote territoriality and to allow users to protect objects when they work near their personal areas, and the third technique lets users set their protection levels dynamically. We present the results of an evaluation, which shows that people prefer techniques that automatically provide protection for personal territories, and that these techniques also increase territorial behavior.
David Pinelle, Mutasem Barjawi, Miguel A. Nacenta, Regan L. Mandryk
CHI4
2009 Character Sharing in World of Warcraft
Nelson Wong, Anthony Tang 0001, Ian J. Livingston, Carl Gutwin, Regan L. Mandryk
ECSCW5
2009 Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation
Aaron Genest, Carl Gutwin, Adrian Reetz, Regan L. Mandryk, David Pinelle, Andre Doucette
INTERACT (1)4
2008 Targeting across displayless space
abstract
Multi-monitor displays and multi-display environments are now common. Cross-display cursor movement, in which a user moves the pointer from one display to another, occurs frequently in these settings. There are several techniques for supporting this kind of movement, and these differ in the way that they deal with displayless space (the physical space between displays). Stitching is the method used by most operating systems; in this technique, the cursor jumps from the edge of one display directly into the next display. In contrast, Mouse Ether maps the motor space of the mouse exactly to the physical space of the displays, meaning that the cursor has to travel across displayless space until it reaches the next display. To determine which of these approaches is best for cross-display movement, we carried out a study comparing Stitching, Mouse Ether, and a variant of Mouse Ether with Halo for off-screen feedback. We found that Stitching is equivalent to or faster than any variant of Mouse Ether, and that Halo improves Ether’s performance (but not enough to outperform Stitching). Results also indicate that the larger the gap between displays, the longer the targeting takes – even for Stitching. These findings provide valuable guidance for practitioners and raise new interesting questions for research.
Miguel A. Nacenta, Regan L. Mandryk, Carl Gutwin
CHI2
2008 Comparing content and input redirection in MDEs
abstract
Designers of Multi-Display Environments (MDEs) often use input redirection to allow users to manipulate content on multiple displays with a single interaction device, but users seated at sub-optimal positions (i.e., not facing the display) may find interaction difficult or frustrating. In collaborative MDEs, users should be able to choose their preferred collaborative arrangement, rather than adjusting to the limitations of the technology. We compare content and input redirection from a variety of seating positions in an MDE. Results from our studies show that content redirection does not suffer from performance loss in sub-optimal seating positions, as opposed to input redirection, which does. Content redirection provides a method for all members of a group to interact with shared content regardless of their position relative to a shared display.
James R. Wallace, Regan L. Mandryk, Kori Inkpen
CSCW2
2008 Perceptibility and utility of sticky targets
Regan L. Mandryk, Carl Gutwin
Graphics Interface1
2008 Using job-shop scheduling tasks for evaluating collocated collaboration
Desney S. Tan, Darren Gergle, Regan L. Mandryk, Kori Inkpen, Melanie Kellar, Kirstie Hawkey, Mary Czerwinski
Pers. Ubiquitous Comput.3
2007 A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies
Regan L. Mandryk, M. Stella Atkins
Int. J. Hum. Comput. Stud.1
2006 A continuous and objective evaluation of emotional experience with interactive play environments
abstract
Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a user's physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.
Regan L. Mandryk, M. Stella Atkins, Kori Inkpen
CHI1
2006 Using psychophysiological techniques to measure user experience with entertainment technologies
abstract
Emerging technologies offer exciting new ways of using entertainment technology to create fantastic play experiences and foster interactions between players. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't sufficiently robust. This paper describes two experiments designed to test the efficacy of physiological measures as evaluators of user experience with entertainment technologies. We found evidence that there is a different physiological response in the body when playing against a computer versus playing against a friend. These physiological results are mirrored in the subjective reports provided by the participants. In addition, we provide guidelines for collecting physiological data for user experience analysis, which were informed by our empirical investigations. This research provides an initial step towards using physiological responses to objectively evaluate a user's experience with entertainment technology.
Regan L. Mandryk, Kori Inkpen, Thomas W. Calvert
Behav. Inf. Technol.1
2005 TractorBeam: seamless integration of local and remote pointing for tabletop displays
Karen Parker, Regan L. Mandryk, Kori Inkpen
Graphics Interface2
2005 TractorBeam Selection Aids: Improving Target Acquisition for Pointing Input on Tabletop Displays
Karen Parker, Regan L. Mandryk, Michael N. Nunes, Kori Inkpen
INTERACT2
2004 Physiological indicators for the evaluation of co-located collaborative play
abstract
Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating collaborative entertainment technology is challenging because success is not defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods are not sufficiently robust in this context. This paper describes an experiment designed to test the efficacy of physiological measures as evaluators of collaborative entertainment technologies. We found evidence that there is a different physiological response in the body when playing against a computer versus playing against a friend. These physiological results are mirrored in the subjective reports provided by the participants. We provide an initial step towards using physiological responses to objectively evaluate a user’s experience with collaborative entertainment technology.
Regan L. Mandryk, Kori Inkpen
CSCW1
2003 System Guidelines for Co-located, Collaborative Work on a Tabletop Display
Stacey D. Scott, Karen D. Grant, Regan L. Mandryk
ECSCW3
2002 Editorial: Special Issue on Ubiquitous Games
Staffan Björk, Jussi Holopainen, Peter Ljungstrand, Regan L. Mandryk
Pers. Ubiquitous Comput.4