Elizabeth Reid 0001

dblp:44/6024 · also Elizabeth Reid Steere · DBLP profile ↗
← Back
5ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0002-2628-5257ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
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.1
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.1
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. Games1
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
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
CHI2