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Leya George

dblp:270/5976 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0002-0020-6178ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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
2 papers
Health and well-being technologies · 42% Games and playful interaction · 34% Design research and methods · 23%

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

TopicWeightPapersLastEvidence papers
Health and well-being technologies › user wellbeing
adolescent wellbeing
1.012026
Playing for Wellness: A Diary Study of Videogame Usage and Adolescent Wellbeing · CHI 2026
Design research and methods
research through design
0.712023
Jamming-as-exploration: Creating and Playing Games to Explore Gender Identity · CHI 2023
Health and well-being technologies › personal informatics
self-reflection
0.212023
Jamming-as-exploration: Creating and Playing Games to Explore Gender Identity · CHI 2023

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

interview study · 1.0diary study · 1.0qualitative interviews · 0.7game jam · 0.7
YearPublicationVenuePosition
2026 Playing for Wellness: A Diary Study of Videogame Usage and Adolescent Wellbeing
abstract
Adolescence is often associated with emotional upheaval and teens themselves value support with their emotions. HCI research on emotion regulation has focused on lab-based interventions for those with the greatest needs. This paper explores how adolescents use commercially available videogames in their daily environments and how these practices relate to emotion regulation. We conducted a 2-week diary and interview study with eleven teens asking them to reflect on their videogame practices and emotions. We deployed a multimodal diary to encourage authentic teen voice on factors not typically considered in intervention studies. Our findings indicate that teens use videogames to regulate their emotions and to recover from stress in diverse ways. These processes are often intertwined with adolescents’ social relationships and can be mediated through game affordances. We argue that traditional approaches to emotion regulation may be too individualistic to recognise or support the social dynamics that define teens’ emotional lives.
Andrei Munteanu, Wen Mo, Kyrill Potapov, Leya George, Isabel Georgia Miller, Aneesha Singh
CHI4
2023 Jamming-as-exploration: Creating and Playing Games to Explore Gender Identity
abstract
Games can be powerful vehicles for gender identity exploration and self-reflection but are often subject to designers' biases including gender representation, limiting such opportunities. Using a game jam as a research-through-design method, alongside qualitative interviews with the creators, this paper explores how the process of creating games and the games themselves can facilitate exploration of and reflection on gender identity. We highlight aspects of identity people want to explore; how different game elements can support processes of exploring these, and what aspects are missing in games. Further, the process of creating and playing helped participants reflect on and reframe their understanding of gender regardless of their identity/experience. Finally, we reflect on the process of designing an inclusive jam around the topic of gender identity, which can be sensitive and divisive. Our work results in implications for the design of games and other potential tools for gender exploration.
Leya George, Aneesha Singh, Nadia Bianchi-Berthouze, Lorna Hobbs, Jo Gibbs
CHI1