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Ansgar E. Depping

dblp:179/4636 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 2 first-author

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
6 papers
Games and playful interaction · 68% Collaborative and social computing · 27% Wearable and physiological sensing · 3%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.832017
Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience · CHI 2017
Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games · CHI 2017
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game · CHI 2016
Games and playful interaction
social play
0.412020
Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play · CHI 2020
Games and playful interaction › player-avatar relationship
avatar identification
0.312017
Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games · CHI 2017
Collaborative and social computing
computer-mediated communication
0.312017
Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat · CHI 2017
Games and playful interaction
games user research
0.312017
Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience · CHI 2017
Games and playful interaction › player experience
player experience measurement
0.312017
Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience · CHI 2017
Collaborative and social computing › video conferencing
video chat
0.312017
Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat · CHI 2017
Games and playful interaction
multiplayer games
0.212016
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game · CHI 2016
Wearable and physiological sensing › physiological computing
physiological interaction
0.112020
Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play · CHI 2020

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

user study · 0.7support vector machine · 0.4random forest · 0.4physiological sensing · 0.4feature extraction · 0.4validation · 0.3text analysis · 0.3scale development · 0.3experimental study · 0.3controlled experiment · 0.3
YearPublicationVenuePosition
2020 Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games
abstract
Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between dyadic strangers, facilitated through their social interactions in an online gaming setting. We collected audio, video, in-game, and self-report data from 23 dyads, extracted 75 features, trained Random Forest and Support Vector Machine models, and evaluated their performance predicting binary (high/low) as well as continuous affiliation toward a partner. The models can predict both binary and continuous affiliation with up to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with features based on verbal communication demonstrating the highest potential. Our findings can inform the design of multiplayer games and game communities, and guide the development of systems for matchmaking and mitigating toxic behaviour in online games.
Julian Frommel, Valentin Sagl, Ansgar E. Depping, Colby Johanson, Matthew K. Miller 0001, Regan L. Mandryk
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
CHI4
2017 Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games
abstract
Research on sexism in digital games has suggested that women self-select out of playing sexist games; however, assuming a homogenous gender-based response does not account for the diversity of identities within a gender group. Gender-incongruent responses to recent events like #gamergate implies that the gender of the participant is not paramount to experience, but that their beliefs about gender roles are. To explore the role of sexist beliefs on experience in sexist games, we created three versions of a game that were identical except for the presence of sexist imagery and/or dialogue. We show that enjoyment of sexist games is not predicted by player gender, but by the player's pre-existing beliefs about gender. Furthermore, avatar identification is the pathway through which enjoyment is facilitated. Finally, sexist dialogue does not improve the play experience for anyone rather it harms experience for players of all genders who do not hold sexist beliefs.
Jason T. Bowey, Ansgar E. Depping, Regan L. Mandryk
CHI2
2017 Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience
abstract
Games user research (GUR) measures the performance and preference of digital game players, and interprets these measurements in the context of theories that explain human behavior. There are many validated approaches for measuring player experience that are grounded in psychological theories on motivation and emotion. Attribution theory explains how people assign causes to events and how these attributions affect peoples' emotional reactions and motivations. In this paper we argue that attribution theory can provide additional value to the existing suite of GUR tools; however, there are currently no validated tools to assess player attribution in the context of games. This paper describes the conceptualization of player attribution based on literature, presents the development and validation of a scale to assess player attribution in games, and discusses the implications of adding player attribution to the toolbox of methods for the design and evaluation of digital games.
Ansgar E. Depping, Regan L. Mandryk
CHI1
2017 Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat
abstract
Video 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
CHI4
2016 How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game
abstract
In social play settings, it can be difficult for people with different skill levels to play a game together. Player balancing that provides skill assistance for the weaker player can allow for enjoyable play experiences; however, previous research (and conventional wisdom) has suggested that skill assistance should be kept hidden to avoid perceptions of unfairness. We carried out a study to test how disclosing skill assistance affects player experience. We found -- surprisingly -- that disclosing assistance did not harm play experience; players were more influenced by the benefits of equalized performance resulting from assistance than by their knowledge of the assist. We introduce the idea of attribution biases to help explain why awareness was not harmful -- people tend to take credit for their successes, but attribute failures externally. We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.
Ansgar E. Depping, Regan L. Mandryk, Chengzhao Li, Carl Gutwin, Rodrigo Vicencio-Moreira
CHI1