Empowerment in HCI-A survey and framework

H Schneider, M Eiband, D Ullrich, A Butz - Proceedings of the 2018 CHI …, 2018 - dl.acm.org
Empowering people through technology is of increasing concern in the HCI community.
However, there are different interpretations of empowerment, which diverge substantially …

Let the body'n'brain games begin: toward innovative training approaches in esports athletes

AL Martin-Niedecken, A Schättin - Frontiers in psychology, 2020 - frontiersin.org
The phenomenon of eSports is omnipresent today. International championships and their
competitive athletes thrill millions of spectators who watch as eSports athletes and their …

Self-determination theory in HCI games research: Current uses and open questions

A Tyack, ED Mekler - Proceedings of the 2020 CHI conference on human …, 2020 - dl.acm.org
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …

Grand Challenges in SportsHCI

DS Elvitigala, A Karahanoğlu, A Matviienko… - Proceedings of the …, 2024 - dl.acm.org
The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design
to support a physically active human being. Despite growing interest and dissemination of …

Personalized and adaptive serious games

A Streicher, JD Smeddinck - … and Serious Games: International GI-Dagstuhl …, 2016 - Springer
Personalization and adaptivity can promote motivated usage, increased user acceptance,
and user identification in serious games. This applies to heterogeneous user groups in …

All about that base: differing player experiences in video game genres and the unique case of moba games

D Johnson, LE Nacke, P Wyeth - Proceedings of the 33rd annual acm …, 2015 - dl.acm.org
Video games provide unique interactive player experiences (PX) often categorised into
different genres. Prior research has looked at different game genres, but rarely through a PX …

A Design Space of Sports Interaction Technology

DBW Postma, RW van Delden… - … and Trends® in …, 2022 - nowpublishers.com
With this monograph we introduce a new, systematic taxonomy of Sports Interaction
Technology (Sports ITech) that defines a design space of existing and future work in this …

Vibing together: Dance experiences in social virtual reality

R Piitulainen, P Hämäläinen, ED Mekler - Proceedings of the 2022 CHI …, 2022 - dl.acm.org
Dancing is a universal human activity, and also a domain of enduring significance in Human-
Computer Interaction (HCI) research. However, there has been limited investigation into how …

Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup

AL Martin-Niedecken, K Rogers, L Turmo Vidal… - Proceedings of the …, 2019 - dl.acm.org
Today's spectrum of playful fitness solutions features systems that are clearly game-first or
fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing …

Health benefits of digital videogames for the aging population: a systematic review

W Xu, HN Liang, N Baghaei… - Games for Health …, 2020 - liebertpub.com
Objective: This article presents the results of a systematic review of the latest, state-of-the-art
research on videogames designed for older adults (ie, those aged 65 or older) and the …