Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jonathan Mella
dblp:385/9448 · also Jon Mella
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2023
0000-0002-1385-6727ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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% Immersive interaction · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › virtual reality experience
immersion |
0.2 | 1 | 2023 | Gaming for Post-Work Recovery: The Role of Immersion · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
mixed-methods survey · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Gaming for Post-Work Recovery: The Role of ImmersionabstractPlaying digital games can be an effective means of recovering from daily work strain. However, limited research has examined which player experiences contribute to this process, limiting the ability of players to select games and play them in a manner which helps them recover effectively. Hence, this paper reports a mixed-methods survey study investigating how a recent post-work recovery episode was impacted by immersion: a player experience which has been implicated in theoretical accounts relating games and recovery. We found that particular dimensions of immersion, such as cognitive involvement, support specific post-work recovery needs. Moreover, participants report not only experiencing benefits in a passive manner, but actively optimising their levels of immersion to achieve recovery. This study extends previous research by improving our understanding of how digital games support post-work recovery and by demonstrating that immersion is key in determining the restorative potential of digital games. Jonathan Mella, Ioanna Iacovides, Anna Louise Cox |
CHI | 1 |