EDBT 2026 Demo / reviewers in the wild / expert
Max Birk
dblp:128/9299 · also Max V. Birk, Max Valentin Birk
· DBLP profile ↗
25ranked-venue papers
5as first author
11since 2021 · last 2025
0000-0002-1490-2086ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 5 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Stress in Esports: A Qualitative Study on The Interplay of Player Experiences and Organizational SystemsabstractVideo games are designed for enjoyment and can benefit players, but in competitive settings such as esports they may lead to stress, a significant concern for players and coaches in competitive play due to potential negative psychological, social, and physical impacts. Since esports players are mostly adolescents and young adults, the vulnerability of their age underscores the need to investigate their stress experience. To this aim, we conducted semi-structured interviews with 16 First-Person Shooter (FPS) players and coaches (mean age 22.2) across A- to C-tiers. We examined players’ subjective stress experiences, team dynamics, and the broader esports organizational context. Findings reveal the players’ ability to recognize their stress signals and to make sense of stressful events, along with a stronger reliance on individual coping strategies over team-based or organizational resources, which remain largely inaccessible. Finally, we propose design strategies to strengthen esports players’ resilience and coping capacity in stressful environments. Arianna Boldi, Amon Rapp, Max Birk |
Int. J. Hum. Comput. Interact. | 3 |
| 2024 | Tunnel Runner: a Proof-of-principle for the Feasibility and Benefits of Facilitating Players' Sense of Control in Cognitive Assessment GamesabstractCognitive assessment games attempt to improve cognitive assessment’s experience and data quality by implementing game-like features, e.g., points and narratives. However, cognitive games maintain the repetitiveness and restricted control common in traditional cognitive assessment tasks, which thwart players’ sense of control and impair their motivation and experience. Leading to only modest improvements over traditional tasks. Benny Markovitch, Panos Markopoulos 0001, Max Birk |
CHI | 3 |
| 2024 | Unpacking Norms, Narratives, and Nourishment: A Feminist HCI Critique on Food Tracking TechnologiesabstractFood 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 |
CHI | 2 |
| 2024 | Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsabstractThe games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player disengagement, with existing work predominantly addressing disengagement from the perspective of problematic play, and research exploring player disengagement from a constructive designer perspective is lacking. In this paper, we address this gap and argue that disengagement from games should be constructively designed, allowing players to exit play sessions in a self-determined way. Following a two-phase research approach that combines an interview study ( n =16) with a follow-up online survey ( n =111), we systematically analyze player perspectives on exiting play sessions. Our work expands the existing notion of disengagement through a characterization of exit experiences, a lens on disengagement as a process, and points for reflection for the design of games that seek to address player disengagement in a constructive way. Dmitry Alexandrovsky, Kathrin Maria Gerling, Merlin Steven Opp, Christopher Benjamin Hahn, Max Birk, Meshaiel M. Alsheail |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2023 | The Effects of Hand Representation on Experience and Performance for 3D Interactions in Virtual Reality GamesabstractIn Virtual Reality (VR), natural 3D interactions are performed with hand representations - the visualizations and interactors used for manipulating objects. Hand representations in VR games range from abstract shapes, to graphical versions of input controllers, to realistic human-like hands. Hand representations have been shown to have an important effect on play experience and performance. However, previous work has only considered them for individual 3D interactions or an entire game, giving designers little information about how a representation might perform and be experienced across different 3D interactions (like picking up and rotating objects, or opening a container). In this work, we compare three hand representations across 12 different 3D interactions and in a longer game experience in a study of 45 participants. We find that while representation did not affect performance, representations were overall experienced differently across 3D interactions. Our work provides a deeper understanding for VR game designers about how hand representations can be used to shape play experiences. Nicholas Balcomb, Max Birk, Scott Bateman |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2022 | miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience InventoryabstractQuestionnaires 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. | 4 |
| 2021 | Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious GameabstractMany 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 |
CHI | 5 |
| 2021 | An Introduction to ChemiKami AR
Tengjia Zuo, Erik D. Van der Spek, Max Birk, Jun Hu 0001 |
ICEC | 3 |
| 2021 | How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social AnxietyabstractThe 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. | 2 |
| 2021 | Pathfinder: The Behavioural and Motivational Effects of Collectibles in Gamified Software TrainingabstractDesigners of instructional software use gamification to help motivate and engage learners. Typically focusing on gamifying a single task, designers aim to provide a straightforward path through learning. In contrast, video games frequently provide optional secondary tasks using collectibles. Collectibles-like coins-are secondary, non-essential goals that encourage players to selectively take on additional challenges and engage more with a game. While research supports the idea that by increasing engagement learning can be improved, exactly how collectibles-an extremely common element in games-might be employed in gamified learning and how it might affect the play experience is underexplored. We present the results of a study comparing a gamified photo-editing training game that uses collectibles to one without collectibles. Our results show that learners choose to engage more when collectibles are present, and that this has a positive effect on software skills applied to a representative out-of-game challenge. Our findings provide a nuanced view of the tradeoffs in motivation and experience when collectibles are used. Tim Naglé, Scott Bateman, Max Birk |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | Using Worker Avatars to Improve Microtask CrowdsourcingabstractThe future of crowd work has been identified to depend on worker satisfaction, but we lack a thorough understanding of how worker satisfaction can be increased in microtask crowdsourcing. Prior work has shown that one solution is to build tasks that are engaging. To facilitate engagement, two methods that have received attention in recent HCI literature are the use of video games and conversational interfaces. While these are largely different techniques, they aim for the same goal of reducing worker burden and increasing engagement in a task. On one hand, video games have huge motivation potential and translating game design elements for motivational purposes has shown positive effects. Recent work in games research has shown that the use of player avatars is effective in fostering interest, enjoyment, and other aspects pertaining to intrinsic motivation. On the other hand, conversational interfaces have been argued to have advantages over traditional GUIs due to facilitating a more human-like interaction. Conversational microtasking has recently been proposed to improve worker engagement in microtask marketplaces. The contexts of games and crowd work are underlined by the need to motivate and engage participants, yet the potential of using worker avatars to promote self-identification and improve worker satisfaction in microtask crowdsourcing has remained unexplored. Addressing this knowledge gap, we carried out a between-subject study involving 360 crowd workers. We investigated how worker avatars influence quality related outcomes of workers and their perceived experience, in conventional web and novel conversational interfaces. We equipped workers with the functionality of customizing their avatars, and selecting characterizations for their avatars, to understand whether identifying with an avatar can increase the motivation of workers. We found that using worker avatars with conversational interfaces can effectively reduce cognitive workload and increase worker retention. Our results indicate the occurrence of similarity and wishful avatar identification in crowdsourcing. Our findings have important implications in alleviating workers' perceived workload and on the design of crowdsourcing microtasks. Sihang Qiu, Alessandro Bozzon, Max Birk, Ujwal Gadiraju |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2019 | Healthy Lies: The Effects of Misrepresenting Player Health Data on Experience, Behavior, and PerformanceabstractGame designers use a variety of techniques that mislead players with the goal of inducing play experience. For example, designers may manipulate data displays of player health-showing they have less health than they actually do-to induce tension. While commonly used, players make decisions based on in-game data displays, raising the question of how misrepresentations impact behavior and performance, and whether this might have unintended consequences. To provide a better understanding of how data misrepresentation impacts play, we compare two versions of a game: one that displays health accurately and one that misrepresents health. Our results suggest that even subtle manipulations to data displays can have a measurable effect on behavior and performance, and these changes can help explain differences in experience. We show that data misrepresentations need to be designed carefully to avoid unintended effects. Our work provides new directions for research into the design of misrepresentation in games. Jason Wuertz, Max Birk, Scott Bateman |
CHI | 2 |
| 2018 | Combating Attrition in Digital Self-Improvement Programs using Avatar CustomizationabstractDigital 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 |
CHI | 1 |
| 2018 | The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital GamingabstractPeople 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 |
CHI | 2 |
| 2018 | Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital GamesabstractWe 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 |
CHI | 2 |
| 2017 | Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video ChatabstractVideo 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 |
CHI | 3 |
| 2016 | Fostering Intrinsic Motivation through Avatar Identification in Digital GamesabstractFostering 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 |
CHI | 1 |
| 2016 | The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital GamesabstractThe 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 |
CHI | 1 |
| 2016 | Extracting Heart Rate from Videos of Online ParticipantsabstractCrowdsourcing 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 |
CHI | 3 |
| 2016 | How to Present Game Difficulty Choices?: Exploring the Impact on Player ExperienceabstractMatching 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 |
CHI | 3 |
| 2015 | Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits
Max Birk, Dereck Toker, Regan L. Mandryk, Cristina Conati |
UMAP | 1 |
| 2014 | The effects of embodied persuasive games on player attitudes toward people using wheelchairsabstractPeople 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 |
CHI | 3 |
| 2014 | Effects of balancing for physical abilities on player performance, experience and self-esteem in exergamesabstractGame 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 |
CHI | 4 |
| 2014 | How players value their characters in world of warcraftabstractCharacters 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 |
CSCW | 4 |
| 2013 | Control your game-self: effects of controller type on enjoyment, motivation, and personality in gameabstractWhether 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 |
CHI | 1 |