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Emotions that are perceived as "negative" are inherent in the human experience. Yet not much work in the field of HCI has looked into the role of these emotions in interaction with technology. As technology is becoming more social, personal…
Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were…
In HCI, frameworks function as a type of theoretical contribution, often supporting ideation, design, and evaluation. Yet, little is known about how they are actually used, what functions they serve, and which scholarly practices that shape…
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence…
Humans are routinely asked to evaluate the performance of other individuals, separating success from failure and affecting outcomes from science to education and sports. Yet, in many contexts, the metrics driving the human evaluation…
In an era of AI's growing capabilities and influences, recent advancements are reshaping HCI and CSCW's view of AI. Playful interactions emerged as an important way for users to make sense of the ever-changing AI technologies, yet remained…
How to take multiple factors into account when evaluating a Game with a Purpose? How is player behaviour or participation influenced by different incentives? How does player engagement impact their accuracy in solving tasks? In this paper,…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
We present an innovative methodology for studying and teaching the impacts of AI through a role play game. The game serves two primary purposes: 1) training AI developers and AI policy professionals to reflect on and prepare for future…
One often finds in the literature connections between measures of fairness and measures of feature importance employed to interpret trained classifiers. However, there seems to be no study that compares fairness measures and feature…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
In this paper we survey the motivations behind contemporary game AI research by analysing individual publications, the researchers themselves, and the institutions that influence them. In doing so, we identify some negative effects on our…
As the impact of AI on various scientific fields is increasing, it is crucial to embrace interdisciplinary knowledge to understand the impact of technology on society. The goal is to foster a research environment beyond disciplines that…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
Despite recent advances of AI research in many application-specific domains, we do not know how to build a human-level artificial intelligence (HLAI). We conjecture that learning from others' experience with the language is the essential…
We have investigated the security game under non-additive utility functions.
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
Inspired by Turing's famous "imitation game" and recent advances in generative pre-trained transformers, we pose the participation game to point to a new frontier in AI evolution where machines will join with humans as participants in…