[HTML][HTML] Social gaming: A systematic review

D Gonçalves, P Pais, K Gerling, T Guerreiro… - Computers in human …, 2023 - Elsevier
Digital games often constitute a shared activity where people can spend time together,
communicate and socialize. Several commercial titles place social interaction at the center …

Statistical significance testing at chi play: Challenges and opportunities for more transparency

JB Vornhagen, A Tyack, ED Mekler - Proceedings of the annual …, 2020 - dl.acm.org
Statistical Significance Testing--or Null Hypothesis Significance Testing (NHST)--is common
to quantitative CHI PLAY research. Drawing from recent work in HCI and psychology …

Something personal from the metaverse: goals, topics, and contextual factors of self-disclosure in commercial social VR

P Sykownik, D Maloney, G Freeman… - Proceedings of the 2022 …, 2022 - dl.acm.org
Current Social VR literature provides limited insight on one of the most critical behaviors for
developing and maintaining interpersonal relationships: self-disclosure. Therefore, we …

Viral vitriol: Predictors and contagion of online toxicity in World of Tanks

C Shen, Q Sun, T Kim, G Wolff, R Ratan… - Computers in Human …, 2020 - Elsevier
Toxic behaviors are pervasive in online games and can be harmful to building a positive
online environment. Guided by the social identity model of deindividuation, this study …

Making friends in online games: gender differences and designing for greater social connectedness

K Vella, M Klarkowski, S Turkay… - Behaviour & Information …, 2020 - Taylor & Francis
While online multiplayer games provide an opportunity for players to both maintain and
establish new connections, male and female players have been found to experience these …

Exploring player experience in ranked League of Legends

M Mora-Cantallops, MÁ Sicilia - Behaviour & Information …, 2018 - Taylor & Francis
While video games provide different Player Experiences (PE), some genres can provide
particularly unique PEs driven by their particular features. Such is the case of MOBA …

VR almost there: simulating co-located multiplayer experiences in social virtual reality

P Sykownik, S Karaosmanoglu, K Emmerich… - Proceedings of the …, 2023 - dl.acm.org
Consumer social virtual reality (VR) applications have recently started to enable social
interactions at a distance. Yet it is still relatively unknown if and to what extent such …

Restorative play: Videogames improve player wellbeing after a need-frustrating event

A Tyack, P Wyeth, D Johnson - Proceedings of the 2020 CHI conference …, 2020 - dl.acm.org
People often use videogames to restore wellbeing after negative experiences in day-to-day
life. Although some research suggests that play can restore wellbeing, few studies have …

“Is It Legit, To You?”. An Exploration of Players' Perceptions of Cheating in a Multiplayer Video Game: Making Sense of Uncertainty

A Boldi, A Rapp - International Journal of Human–Computer …, 2023 - Taylor & Francis
Cheating is a major concern for any gaming environment, but effective solutions are still far
from being found. Previous research has overlooked the social complexity of current video …

Prospective Passion and Social Capital within DotA 2 Players

D Johnson, J Frommel, W Louis, MD Lee… - Proceedings of the …, 2023 - dl.acm.org
The Dualistic Model of Passion (obsessive and harmonious passion) can explain
motivations for videogame play along with associated outcomes, such as the development …