Related papers: Mobile Game User Research: The World as Your Lab?
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the…
Mobile applications, mobile apps for short, have proven their usefulness in enhancing service provisioning across a multitude of domains that range from smart healthcare, to mobile commerce, and areas of context sensitive computing. In…
People usually seek out varied information to deal with their health problems. However, the large volume of information available may present challenges for the public to distinguish good from suboptimal advice. How to ensure the right…
Massively multiplayer online (MMO) games boomed in the late 1990s to 2000s. In parallel, ethnographic studies of these communities emerged, generally involving participant observation and interviews. Several decades on, many MMOs have been…
Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? How do they perform compared…
Mobile agents are essential for automating tasks in complex and dynamic mobile environments. As foundation models evolve, the demands for agents that can adapt in real-time and process multimodal data have grown. This survey provides a…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
Mobile software apps ("apps") are one of the prevailing digital technologies that our modern life heavily depends on. A key issue in the development of apps is how to design gender-inclusive apps. Apps that do not consider gender inclusion,…
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents.…
New larger and more diverse wireless markets have emerged. Modelling them can be challenging due to various business and network aspects. Existing models of wireless markets are either microscopic, focusing on a specific technical aspect…
Mobile gaming applications (apps) have become increasingly pervasive, including a growing number of games designed for children. Despite their popularity, these apps often integrate complex analytics, advertising, and attribution…
Mobile GUI agents powered by large language models have progressed rapidly, creating urgent needs for realistic and comprehensive evaluation. Existing benchmarks prioritize reproducibility but are often limited to open-source apps or…
The Experience Sampling Method (ESM) introduces in-situ sampling of human behaviour, and provides researchers and behavioural therapists with ecologically valid and timely assessments of a person's psychological state. This, in turn, opens…
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to…
It has been established in recent work that Large Language Models (LLMs) can be prompted to "self-play" conversational games that probe certain capabilities (general instruction following, strategic goal orientation, language understanding…
Software testing research has traditionally relied on closed-world assumptions, such as finite state spaces, reproducible executions, and stable test oracles. However, many modern software systems operate under uncertainty, non-determinism,…
This study is motivated by two key considerations: the significant benefits mobile applications offer individuals and businesses, and the limited empirical research on usability challenges. To address this gap, we conducted structured…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…
As a step towards studying human-agent collectives we conduct an online game with human participants cooperating on a network. The game is presented in the context of achieving group formation through local coordination. The players set…