“I'd rather drink in VRChat”: Understanding Drinking in Social Virtual Reality

Q Chen, A Bellucci, G Jacucci - Proceedings of the CHI Conference on …, 2024 - dl.acm.org
Drinking in social VR has become popular, yet little is known about how users perceive and
experience alcohol consumption while immersed in virtual spaces with others, as well as its …

" Wow another fake game from YouTube ad": Unpacking Fake Games Through a Mixed-Methods Investigation

S Moradzadeh, Y Kou - Proceedings of the ACM on Human-Computer …, 2024 - dl.acm.org
Mobile games have become highly popular and profitable. While much work has been done
to understand deceptive patterns of games and some unethical practices they apply, little is …

" I Felt Everyone Was a Streamer": An Empirical Study on What Makes Avatar Collective Streaming Engaging

Q Chen, J Gan, A Bellucci, G Jacucci - … of the ACM on Human-Computer …, 2024 - dl.acm.org
A novel participatory livestreaming genre, Avatar Collective Streaming, is gaining traction.
Beyond traditional audience participation mechanisms, such as chat messages or …

Towards a Design Framework for Data-Driven Game Streaming: A Multi-Stakeholder Approach

N Hammad, E Harpstead, J Hammer - … of the ACM on Human-Computer …, 2024 - dl.acm.org
Research on live streaming systems that incorporate real-time data, such as game or viewer
data, have been a topic of HCI research for some time. Despite the potential of data-driven …

Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe Study

N Hammad, F Elavsky, S Moharana, J Chen… - Proceedings of the 26th …, 2024 - dl.acm.org
This paper explores new ways to support blind and low vision (BLV) game stream
participants. Prior work on game-aware streaming systems has focused on the potential for …