Demo Data from SIGIR 2026 / reviewers in the wild / expert
Isabel Georgia Miller
dblp:433/3869
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0000-1998-6816ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 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 |
Health and well-being technologies · 77% Games and playful interaction · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › user wellbeing
adolescent wellbeing |
1.0 | 1 | 2026 | Playing for Wellness: A Diary Study of Videogame Usage and Adolescent Wellbeing · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
interview study · 1.0diary study · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Playing for Wellness: A Diary Study of Videogame Usage and Adolescent WellbeingabstractAdolescence 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 |
CHI | 5 |