Demo Data from EDBT 2026 / reviewers in the wild / expert
Sara Chojnacki
dblp:292/5650
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › digital gaming
computer games |
0.5 | 1 | 2021 | The Gang's All Here: How People Used Games to cope with COVID19 Quarantine · CHI 2021 |
Collaborative and social computing
social connectedness |
0.1 | 1 | 2021 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | The Gang's All Here: How People Used Games to cope with COVID19 QuarantineabstractIn 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 |
CHI | 2 |