Integrating Religion, Faith, and Spirituality in HCI | 0 | 0.34 | 2022 |
Interactive Fiction Provotypes for Coping with Interpersonal Racism | 0 | 0.34 | 2022 |
A Storytelling Game to Foster Empathy and Connect Emotionally with Breast Cancer Journeys | 0 | 0.34 | 2021 |
Reducing Uncertainty and Offering Comfort: Designing Technology for Coping with Interpersonal Racism | 0 | 0.34 | 2021 |
Designing a Self-Efficacy Game for Health Literacy in Marginalized Communities | 0 | 0.34 | 2021 |
Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets | 0 | 0.34 | 2021 |
Mapping Design Spaces for Audience Participation in Game Live Streaming | 0 | 0.34 | 2021 |
Towards Examining The Effects of Live Streaming an Educational Game | 0 | 0.34 | 2021 |
Play for Real(ism) - Using Games to Predict Human-AI interactions in the Real World | 0 | 0.34 | 2021 |
Counterspace Games for BIWOC STEM Students | 0 | 0.34 | 2021 |
Homecoming: Exploring Returns to Long-Term Single Player Games | 0 | 0.34 | 2021 |
Fostering Equitable Help-Seeking for K-3 Students in Low Income and Rural Contexts | 0 | 0.34 | 2021 |
A Socio-Ecological Approach to Activity Games for Girls | 0 | 0.34 | 2021 |
Designing Games for Healthy Sleep | 0 | 0.34 | 2020 |
Envisioning Jewish HCI | 0 | 0.34 | 2020 |
"They Just Don't Get It": Towards Social Technologies for Coping with Interpersonal Racism | 0 | 0.34 | 2020 |
Toward Live Streamed Improvisational Game Experiences | 0 | 0.34 | 2020 |
Designing Interactive Scaffolds to Encourage Reflection on Peer Feedback | 0 | 0.34 | 2020 |
Exploring Hybrid Virtual-Physical Homes | 0 | 0.34 | 2020 |
Proximate Social Factors in First-Time Contribution to Online Communities | 0 | 0.34 | 2020 |
Sharing Multi-User VR Spaces | 0 | 0.34 | 2020 |
Persuasion Invasion: Reducing Bias with Value-Adaptive Instruction | 0 | 0.34 | 2020 |
The Upcycled Home: Removing Barriers to Lightweight Modification of the Home's Everyday Objects | 1 | 0.34 | 2020 |
Identity-Based Roles in Rhizomatic Social Justice Movements on Twitter. | 0 | 0.34 | 2020 |
Hacked Time: Design and Evaluation of a Self-Efficacy Based Cybersecurity Game | 0 | 0.34 | 2020 |
Moving for the Movement: Applying Viewpoints and Composition Techniques to the Design of Online Social Justice Campaigns | 0 | 0.34 | 2020 |
Getting Playful with Explainable AI: Games with a Purpose to Improve Human Understanding of AI | 1 | 0.37 | 2020 |
It Takes a Village: Integrating an Adaptive Chatbot into an Online Gaming Community | 2 | 0.36 | 2020 |
Fictional, Interactive Narrative as a Foundation to Talk about Racism | 0 | 0.34 | 2020 |
A Good Scare - Leveraging Game Theming and Narrative to Impact Player Experience. | 0 | 0.34 | 2019 |
Self-Efficacy-Based Game Design to Encourage Security Behavior Online. | 1 | 0.35 | 2019 |
Toward A Twitch Research Toolkit: A Systematic Review Of Approaches To Research On Game Streaming | 0 | 0.34 | 2019 |
Brick - A Synchronous Multiplayer Augmented Reality Game for Mobile Phones. | 0 | 0.34 | 2019 |
Brick - Toward A Model for Designing Synchronous Colocated Augmented Reality Games. | 0 | 0.34 | 2019 |
Audience and Streamer Participation at Scale on Twitch | 0 | 0.34 | 2019 |
Beyond Dyadic Interactions - Considering Chatbots as Community Members. | 2 | 0.38 | 2019 |
How Guiding Questions Facilitate Feedback Exchange in Project-Based Learning. | 0 | 0.34 | 2019 |
Understanding Family Collaboration Around Lightweight Modification of Everyday Objects in the Home | 0 | 0.34 | 2019 |
Peer Feedback Processes In The Game Industry | 0 | 0.34 | 2019 |
"It Started As A Joke": On The Design Of Idle Games | 0 | 0.34 | 2019 |
All the World (Wide Web)'s a Stage - A Workshop on Live Streaming. | 0 | 0.34 | 2019 |
Larping (Live Action Role Playing) as an Embodied Design Research Method | 0 | 0.34 | 2019 |
How Do English Language Learners Interact with Different Content Types in MOOC Videos? | 0 | 0.34 | 2018 |
A Design Framework for Awareness Cues in Distributed Multiplayer Games | 6 | 0.48 | 2018 |
The Social Roles of Bots: Evaluating Impact of Bots on Discussions in Online Communities. | 0 | 0.34 | 2018 |
CHI 2018 Workshop: Data-Driven Educational Game Design. | 0 | 0.34 | 2018 |
Understanding Gender Equity in Author Order Assignment. | 0 | 0.34 | 2018 |
Design Challenges For Livestreamed Audience Participation Games | 1 | 0.36 | 2018 |
Character Diversity in Digital and Non-Digital Games | 1 | 0.35 | 2018 |
Fitter, Happier, More Productive?: The Normative Ontology of Fitness Trackers. | 0 | 0.34 | 2018 |