Demo Data from SIGIR 2026 / reviewers in the wild / expert
Colin M. Ford
dblp:199/3045
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 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
1 paper |
Games and playful interaction · 87% Collaborative and social computing · 13% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › player-avatar relationship
character embodiment |
0.3 | 1 | 2017 | Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee · CHI 2017 |
Games and playful interaction › game playing
competitive gaming |
0.3 | 1 | 2017 | Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
qualitative analysis · 0.3forum analysis · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. MeleeabstractPrevious research on virtual sociality in games suggests that players use custom avatars to reflect, alter, and perform new identities in digital spaces. However, this study explores an alternative theory of social performance by analyzing a competitive game, Super Smash Bros. Melee, where players face off in timed matches and interact through pre-designed characters. This study shows how Melee players treat virtual characters as performative instruments, similar to the violin or the piano. In forum posts and player-created media, Melee players emphasize the need to train one's hands, eyes, and mind in order to master a character's complexity and express style and skills in live matches. Instrumental embodiment in a competitive game like Melee thus positions players as virtuosos who perform for perceptive audiences. This research points to a range of ways that players may relate to virtual bodies, connected to distinct kinds of social activities. Colin M. Ford |
CHI | 1 |