The Jade Gateway to Trust: Exploring How Socio-Cultural Perspectives Shape Trust Within Chinese NFT CommunitiesToday’s world is witnessing an unparalleled rate of technological transformation. The emergence of non-fungible tokens (NFTs) has transformed how we handle digital assets and value. These tokens have captured the interest of scholars and businesspeople alike. However, NFTs have recently seen a sharp decline in popularity. While cryptocurrency volatility and monetary policies greatly influenced NFT market trends, the community aspects of NFT projects–particularly trust-based interactions–also play a crucial role in NFT adoption and sustainability. From a social computing perspective, understanding these trust dynamics offers valuable insights for the development of both the NFT ecosystem and the broader digital economy. China presents a compelling context for examining these dynamics, offering a unique intersection of technological innovation and traditional cultural values. Through an in-depth qualitative study of Chinese NFT communities, we examine how socio-cultural factors influence trust formation and development. We analyzed discussions from eight prominent WeChat groups dedicated to NFTs and conducted 21 semi-structured interviews with three types of NFT community members. We found that trust in Chinese NFT communities is significantly molded by local cultural values. To be precise, Confucian virtues, such as benevolence, propriety, and integrity, play a crucial role in shaping these trust relationships. Our research identifies three critical trust dimensions in China’s NFT market: (1) technological, (2) institutional, and (3) social. We examined the challenges in cultivating each dimension. Based on these insights, we developed tailored trust-building guidelines for Chinese NFT stakeholders. These guidelines address trust issues that factor into NFT’s declining popularity and could offer valuable strategies for CSCW researchers, developers, and designers aiming to enhance trust in global NFT communities. Our research urges CSCW scholars to take into account the unique socio-cultural contexts when developing trust-enhancing strategies for digital innovations and online interactions.2025YCYi-Fan Cao et al.User Experiences in Online CommunitiesCSCW
Support Autonomy: Exploring Player Perspectives on AI-Supported Onboarding in Video GamesVideo game onboarding faces the challenge of teaching game mechanics in a fun and engaging way. Artificial intelligence (AI) solutions have become a quick fix to help users understand technology. However, little is known about how AI supports player onboarding in video games. To address this knowledge gap, this research explores player perspectives on AI-supported onboarding. We conducted a qualitative user study (n=20) to investigate player expectations, attitudes, and concerns about AI-supported learning experiences. Players learn primarily through the lived experience of a game and value personalized guidance during onboarding. Participants emphasized the importance of maintaining control over how AI is used during onboarding and the freedom to choose their support level. Our results suggest that players want future AI-supported onboarding systems to prioritize their agency, encourage active learning, and maintain transparency throughout the learning process. We contribute to game design research by proposing balanced, player-centric AI-supported onboarding experiences in video games.2025LCLydia Choong et al.University of Waterloo, HCI Games Group, Stratford School of Interaction Design and BusinessAI-Assisted Decision-Making & AutomationSerious & Functional GamesCHI
From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative ExergameDigital games offer rich social experiences and promote valuable skills, but they fall short in addressing physical inactivity. Exergames, which combine exercise with gameplay, have the potential to tackle this issue. However, current exergames are primarily single-player or competitive. To explore the social benefits of cooperative exergaming, we designed a custom co-located cooperative exergame that features three distinct forms of cooperation: Free (baseline), Coupled, and Concurrent. We conducted a within-participants, mixed-methods study (N=24) to evaluate these designs and their impact on players' enjoyment, motivation, and performance. Our findings reveal that cooperative play improves social experiences. It drives increased team identification and relatedness. Furthermore, our qualitative findings support cooperative exergame play. This has design implications for creating exergames that effectively address players' exercise and social needs. Our research contributes guidance for developers and researchers who want to create more socially enriching exergame experiences.2025DWDerrick M. Wang et al.University of Waterloo, HCI Games Group; University of Waterloo, Stratford School of Interaction Design and BusinessFull-Body Interaction & Embodied InputMultiplayer & Social GamesCHI
Designing Biofeedback Board Games: The Impact of Heart Rate on Player ExperienceBiofeedback provides a unique opportunity to intensify tabletop gameplay. It permits new play styles through digital integration while keeping the tactile appeal of physical components. However, integrating biofeedback systems, like heart rate (HR), into game design needs to be better understood in the literature and still needs to be explored in practice. To bridge this gap, we employed a Research through Design (RtD) approach. This included (1) gathering insights from enthusiast board game designers (𝑛 = 10), (2) conducting two participatory design workshops (𝑛 = 20), (3) prototyping game mechanics with experts (𝑛 = 5), and (4) developing the game prototype artifact One Pulse: Treasure Hunter’s.We identify practical design implementation for incorporating biofeedback, particularly related to heart rate, into tabletop games. Thus, we contribute to the field by presenting design trade-offs for incorporating HR into board games, offering valuable insights for HCI researchers and game designers.2025JTJoseph Tu et al.University of Waterloo, Stratford School of Interaction Design and Business; University of Waterloo, HCI Games GroupSerious & Functional GamesDigitalization of Board & Tabletop GamesBiosensors & Physiological MonitoringCHI
Disembodied, Asocial, and Unreal: How Users (Re)Interpret Designed Affordances of Social VRAlthough Social Virtual Reality (SVR) affordances are designed to enable embodied social activities and interactions within virtual environments, the ways that users perceive and interpret these affordances can shape how SVR platforms are used and experienced. In this study, we examined the design and use of SVR affordances based on qualitative survey data from 100 SVR users. We observed that user practices diverge in important ways from intended designs, adding complexity to conventional interpretations of SVR platforms as embodied social environments. This research highlights dynamic user behaviour in which users interpret and reconfigure the affordances of SVR platforms, ranging from asocial use cases to actions that reflect the current limits of embodied communication. We contribute findings that may improve SVR design by revealing opportunities to foreground user needs and expectations, leveraging both the designed possibilities of SVR and the interpretations of those possibilities.2024EKEugene Kukshinov et al.Social & Collaborative VRImmersion & Presence ResearchDIS
Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeMany people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of research explores XR exergames, no previous review has structured this rapidly expanding research landscape. We conducted a scoping review of the current state of XR exergame research to (i) provide a structured overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction and medical databases, we ultimately included 186 papers in our analysis. We provide a quantitative and qualitative summary of XR exergame research, showing current trends and potential future considerations. Finally, we provide a taxonomy of XR exergames to help future design and methodological investigation and reporting.2024SKSukran Karaosmanoglu et al.Universität HamburgFull-Body Interaction & Embodied InputImmersion & Presence ResearchSerious & Functional GamesCHI
Privacy in Immersive Extended Reality: Exploring User Perceptions, Concerns, and Coping StrategiesExtended Reality (XR) technology is changing online interactions, but its granular data collection sensors may be more invasive to user privacy than web, mobile, and the Internet of Things technologies. Despite an increased interest in studying developers' concerns about XR device privacy, user perceptions have rarely been addressed. We surveyed 464 XR users to assess their awareness, concerns, and coping strategies around XR data in 18 scenarios. Our findings demonstrate that many factors, such as data types and sensitivity, affect users' perceptions of privacy in XR. However, users' limited awareness of XR sensors' granular data collection capabilities, such as involuntary body signals of emotional responses, restricted the range of privacy-protective strategies they used. Our results highlight a need to enhance users' awareness of data privacy threats in XR, design privacy-choice interfaces tailored to XR environments, and develop transparent XR data practices.2024HHHilda Hadan et al.University of Waterloo, University of WaterlooPrivacy by Design & User ControlContext-Aware ComputingSmart Home Privacy & SecurityCHI
Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality ExergameVirtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to existing exercise programs, VR exergames must provide a balanced workout and train the lower limbs, too. To address this issue, we built a VR exergame focused on vertical jump training to explore full-body exercise applications. To create a safe and effective training, nine domain experts participated in our prototype design. Our mixed-methods study confirms that the jump-centered exercises provided a worthy challenge and positive player experience, indicating long-term retention. Based on our findings, we present five design implications to guide future work: avoid an unintended forward drift, consider technical constraints, address safety concerns in full-body VR exergames, incorporate rhythmic elements with fluent movement patterns, adapt difficulty to players' fitness progression status.2023SCSebastian Cmentowski et al.University of Duisburg-EssenFull-Body Interaction & Embodied InputSerious & Functional GamesCHI
Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad ScaleThe Hexad scale is a crucial tool for personalized gamification in user experience (UX) design. However, completing a 24-item questionnaire can increase dropout rates and screen fatigue within online surveys. When included in larger surveys, scale brevity makes a difference. To reduce the time required for the assessment process, we developed and validated a 12-item version of the Hexad scale. To create it, we carried out an exploratory factor analysis on an existing data set to identify appropriate items ($n=882$). To validate the 12-item version, we conducted a confirmatory factor analysis on a new data set ($n=1,101$). Our results show that Hexad-12 outperforms the original Hexad scale regarding model fit, reliability, convergent, and discriminant validity. Therefore, Hexad-12 resolves issues found in studies using the original Hexad scale and provides a suitable and swift instrument for concisely assessing Hexad user types in tailored gamification design.2023JKJeanine Krath et al.University of Koblenz-LandauGame UX & Player BehaviorGamification DesignCHI
Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification TaskSound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX - supplementing points (as a gamification element) - on task performance and user experience in a gamified image classification task. We created 18 SFX, studied their impact on perceived valence and arousal (N=49) and selected four suitable SFX to be used in a between-participants user study (N=317). Our findings show that neither task performance, affect, immersion, nor enjoyment were significantly affected by the sounds. Only the pressure/tension factor differed significantly, indicating that low valence sounds should be avoided to accompany point rewards. Overall, our results suggest that SFX seem to have less impact than expected in gamified systems. Hence, using SFX in gamification should be a more informed choice and should receive more attention in gamification research.2022MAMaximilian Altmeyer et al.German Research Center for Artificial Intelligence (DFKI), Saarland Informatics CampusIn-Vehicle Haptic, Audio & Multimodal FeedbackGame UX & Player BehaviorCHI
"I Don't Want To Shoot The Android': Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become HumanIn interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the game world and real life. Using mixed-methods consisting of semi-structured interviews and the Moral Foundations Questionnaire (MFQ30), we collected data from 19 participants who played the game Detroit: Become Human. We analyzed how participants applied their real-life morals toward in-game decisions using thematic analysis and statistical analysis of the MFQ30 results. Qualitative findings indicate that participants mobilize their moral intuitions to make in-game decisions and how much participants cared about their game characters influenced their choices. We contribute a better understanding of how players react to moral dilemmas in interactive story games for game designers to help them improve player experience.2022KAKarina Arrambide et al.University of Waterloo, University of WaterlooGame UX & Player BehaviorRole-Playing & Narrative GamesPrototyping & User TestingCHI
Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital GamesResearchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we conducted a systematic review using thematic synthesis to distinguish between types of realism currently found in the digital games literature. We contribute qualitative themes that showcase contradictory design goals of realism/unrealism. From these themes, we created a framework (i.e., a hierarchical taxonomy and mapping) of realism dimensions in digital games as a conceptual foundation. Our themes and framework enable a workable specificity for designing or analyzing types of realism, equip future work to explore effects of specific realism types on PX, and offer a starting point for similar efforts in non-game applications.2022KRKatja Rogers et al.University of Waterloo, University of WaterlooGame UX & Player BehaviorRole-Playing & Narrative GamesCHI
Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password ChoicesGraphical user authentication (GUA) is a common alternative to text-based user authentication, where people are required to draw graphical passwords on background images. Such schemes are theoretically considered remarkably secure because they offer a large password space. However, people tend to create their passwords on salient image areas introducing high password predictability. Aiming to help people use the password space more effectively, we propose a gameful password creation process. In this paper, we present GamePass, a gamified mechanism that integrates the GUA password creation process. We provide the first evidence that it is possible to nudge people towards better password choices by gamifying the process. GamePass randomly guides participants' attention to areas other than the salient areas of authentication images, makes the password creation process more fun, and people are more engaged. Gamifying the password creation process enables users to interact better and make less predictable graphical password choices instead of being forced to use a strict password policy.2021GRGeorge E. Raptis et al.Human OpsisGamification DesignPasswords & AuthenticationDark Patterns RecognitionCHI
Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR GamesVirtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience (PX). Until now, it remains unclear whether and how an asymmetric game design with interdependences creates comparably enjoyable PX for both an HMD and a non-HMD player. In this work, we designed and implemented an asymmetric VR game (different in its user interface) with two types of interdependence: \textit{strategic} (difference in game information/player capability) and \textit{biometric} (difference in player’s biometric influence). Our mixed-methods user study (N=30) shows that asymmetries positively impact PX for both player roles, that interdependence strongly affects players’ perception of agency, and that biometric feedback---while subjective---is a valuable game mechanic.2021SKSukran Karaosmanoglu et al.Universität HamburgImmersion & Presence ResearchGame UX & Player BehaviorMultiplayer & Social GamesCHI
Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving StylesAutonomous vehicles have been rapidly progressing towards full autonomy using fixed driving styles, which may differ from individual passenger preferences. Violating these preferences may lead to passenger discomfort or anxiety. We studied passenger responses to different driving style parameters in a physical autonomous vehicle. We collected galvanic skin response, heart rate, and eye-movement patterns from 20 participants, along with self-reported comfort and anxiety scores. Our results show that the presence and proximity of a lead vehicle not only raised the level of all measured physiological responses, but also exaggerated the existing effect of the longitudinal acceleration and jerk parameters. Skin response was also found to be a significant predictor of passenger comfort and anxiety. By using multiple independent events to isolate different driving style parameters, we demonstrate a method to control and analyze such parameters in future studies.2020NDNicole Dillen et al.University of WaterlooMotion Sickness & Passenger ExperienceCHI
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive GamesAs multi-touch displays grow in size and shrink in price, they are more commonly used as gaming devices. When co-located users play games on a single, large display, establishing and maintaining their physical and digital territories poses a social challenge to their interaction. To gain insight into the mechanisms of establishing and maintaining users' physical and digital territories, we analyze territorial interactions in cooperative and competitive multiplayer gameplay. Participants reported weighing each game interaction based on perceived intent to determine how socially acceptable they deemed each behaviour. In light of our observations, we contribute and discuss implications for the design of multi-user, large display, co-located, touchscreen games that consider display properties, digital and physical space, permeability of boundaries, and asymmetry of play to create interactions between players.2020RWRina R Wehbe et al.University of WaterlooGame UX & Player BehaviorMultiplayer & Social GamesCHI
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful AppEstablishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. However, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric intake over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri's Grocery Adventure (PBGA) that seeks to improve food literacymeaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choices through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players' nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation.2020MBMarcela C. C. Bomfim et al.University of WaterlooGamification DesignDiet Tracking & Nutrition ManagementCHI
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual RealitySound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted a within-subjects experiment using a commercial horror-adventure game to study the effects of a VR and monitor-display version of the same game on PX. Subsequently, we explored, in a between-subjects study, the effects of audio dimensionality on PX in VR. Results indicate that audio has a more implicit influence on PX in VR because of the impact of the overall sensory experience and that audio dimensionality in VR may not be a significant factor contributing to PX. Based on our findings and observations, we provide five design guidelines for VR games.2018KRKatja Rogers et al.Ulm UniversityImmersion & Presence ResearchCHI
Information Visualisation, Gamification and Immersive Technologies in Participatory PlanningPublic participation in the decision-making processes that shape the urban environments we inhabit is an imperative aspect of a democratic society. Recent developments in the fields of Information Visualization, Gamification and Immersive Technologies (AR/VR/MR) offer novel opportunities for civic engagement in the planning process that remain largely unexplored. This SIG aims to identify ways in which these technologies can be used to tackle the public participation challenges identified by the European Commission, the UN Habitat and the World Bank and experienced by citizens across the world. The overarching goal of this SIG is to define methods and processes where technology can facilitate public participation in the planning process for the inclusive and democratic development of our cities. The overarching goal of this SIG is to bring together an interdisciplinary group of practitioners, academics and policy makers from the CHI communities (Design, User Experience, HCI for Development (HCI4D), Sustainability and Games & Entertainment) and beyond, to discuss innovative ways to increase the transparency, accountability and democratic legitimacy of this innately political process.2018NCNektarios Christodoulou et al.Famagusta Ecocity Project (NGO)Universal & Inclusive DesignInteractive Data VisualizationActivism & Political ParticipationCHI
How to Write CHI Papers -- Second EditionEverything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to provide excellent reviews for the CHI community that pinpoint flaws and improvements in research papers. This second edition of the successful CHI paper writing course provides hands-on advice on how to write papers with clarity, substance, and style. It is structured into three 80-minute units with a focus on writing and reviewing respectively.2018LNLennart E. NackeUniversity of WaterlooUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI