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Gunnar Húni Björnsson

dblp:433/0947 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0005-7669-9940ORCID · reported

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 · 87% Collaborative and social computing · 13%

Topics — the 1 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › game genre
role-playing games
1.012026
Queering Character Creation: Player Perspectives on Choosing Characters' Gender and Sexual Orientation in Role-Playing Games · CHI 2026

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

thematic analysis · 1.0survey · 1.0interviews · 1.0
YearPublicationVenuePosition
2026 Queering Character Creation: Player Perspectives on Choosing Characters' Gender and Sexual Orientation in Role-Playing Games
abstract
Role-playing games allow players to explore a digital world through a character's eyes. For minority groups, such as queer players, representation is not a given when playing popular role-playing games. We surveyed a diverse sample of 464 queer and non-queer players and followed up with 31 in-depth interviews. We asked players about their perspectives on their characters' gender and sexual orientation. The quantitative results showed that cisgender men were the least likely group to find gender representation important and heterosexual players were least likely to consider the representation of sexual orientation as important. However, following up with a thematic analysis, we note many nuances and within-group differences. We identify four themes of how players of all identities view character creation - the character as a shield, a guide, a portrayal, and a creation - and discuss how digital games can improve character design and character creation options.
Gunnar Húni Björnsson, Martin Dechant, Susanne Poeller
CHI1