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Eli Suzuki-Gill

dblp:217/9486 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 62% Health and well-being technologies · 19% Collaborative and social computing · 19%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational social science and digital humanities › social computing
crisis informatics
0.312018
Multidimensional Risk Communication: Public Discourse on Risks during an Emerging Epidemic · CHI 2018
Games and playful interaction
player experience
0.312018
Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends · CHI 2018
Collaborative and social computing › online communities
online game communities
0.112018
Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends · CHI 2018

Methods — techniques the papers use, named apart from their topics

qualitative analysis · 0.7qualitative study · 0.3
YearPublicationVenuePosition
2018 Multidimensional Risk Communication: Public Discourse on Risks during an Emerging Epidemic
abstract
Crisis informatics has examined how institutions and individuals seek, communicate, and curate information in response to crises. The public's communication and perception of risks on social media remain understudied. In this study, we report a qualitative analysis of public perceptions of risks and risk management measures on Reddit during the Zika crisis, an emerging epidemic associated with high uncertainty regarding pathology, epidemiology, and broad consequences. We found two types of perceived risks: ones directly caused by the Zika virus, and ones potentially introduced by authorities' risk management measures. Risk perceptions unfolded along multiple dimensions beyond the imminent and personal level. Reddit users discussed in a speculative way to foresee various risks in the long run or at larger geographical scales. We discuss the multidimensionality and speculative nature of risk perception on social media, and derive implications for crisis informatics research and public health research and practice.
Xinning Gui, Yubo Kou, Kathleen H. Pine, Elisa Ladaw, Harold Kim, Eli Suzuki-Gill, Yunan Chen 0001
CHI6
2018 Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends
abstract
Streakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied in present online game research. How do players perceive streakiness? How does it impact player experience (PX)? How should streakiness be taken into consideration for the design of PX? In this paper, we address these questions through a qualitative study of player discussions about streakiness in League of Legends. We found that players developed various ways to describe a streak. Both winning and losing streaks negatively impacted PX. Players devised numerous strategies to manage streakiness, among which disengagement was a primary means. We analyze streakiness as a social construct through which players coped with complex game systems. We discuss design implications for managing streakiness in online games.
Yubo Kou, Yao Li 0006, Xinning Gui, Eli Suzuki-Gill
CHI4