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Sara Chojnacki

dblp:292/5650 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 77% Collaborative and social computing · 23%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › digital gaming
computer games
0.512021
The Gang's All Here: How People Used Games to cope with COVID19 Quarantine · CHI 2021
Collaborative and social computing
social connectedness
0.112021
The Gang's All Here: How People Used Games to cope with COVID19 Quarantine · CHI 2021

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

thematic analysis · 0.5online survey · 0.5
YearPublicationVenuePosition
2021 The Gang's All Here: How People Used Games to cope with COVID19 Quarantine
abstract
In 2020, the rapid spread of COVID-19 forced many people to self-isolate, resulting in struggles with mental health [60], and an increase in gaming [3]. In this paper, we seek to examine how individuals used digital games during the quarantine. We conducted a two-tier qualitative study where we used a thematic analysis of tweets to derive questions for an online survey that we distributed. Results of thematic analysis of survey responses identified 15 themes. Some themes confirm previous works’ findings, particularly how games are used to increase social connection or distract oneself from unpleasant situations. We also found new themes unique to the quarantine, such as interactions with non-player characters used as a surrogate for real-world interaction and using in-game routines as a substitute to real-world routines lost due to the pandemic. This work discusses the use of games during the pandemic and can be seeds for future studies.
Erica Kleinman, Sara Chojnacki, Magy Seif El-Nasr
CHI2