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Regan L. Mandryk

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How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Beha...CHI PLAY 20242024-10-14
Systematic review screens 1,176 papers and extracts 36 interventions for toxic behavior in online games, categorizing targets as general or targeted attacks…
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Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their P...CHI PLAY 20242024-10-14
Lab sessions collect psychophysiological signals (webcam facial expressions, eye tracker, ear‑clip PPG heart rate, forearm GSR) while 68 participants aged 7–13…
Talk
Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super HexagonCHI PLAY 20242024-10-14
An online experiment with N=144 uses a logged clone of Super Hexagon (single level) plus a stress induction (PASAT-C) or a low‑intensity bubble‑popping control…
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Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pin...CHI PLAY 20242024-10-14
Controlled within-subject study with N=60 compares Ghostbusters tables on physical, VR, and PC pinball and measures player experience and task demand…
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Exploring the Role of Action Mechanics in Game-Based Stress RecoveryCHI PLAY 20242024-10-14
Sixty participants undergo a stress induction then play a modded Risk of Rain 2 for 15 minutes across three conditions: Combat-Required, Combat-Optional…
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Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer On...CHI PLAY 20242024-10-14
Survey data from 204 League of Legends players using multiple regression shows self-reported toxic behavior positively predicts in-game spending, with the…
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If at First You Don't Succeed: Helping Players Make Progress In Games With Breaks and CheckpointsCHI PLAY 20232023-10-10
Study of a side‑scroll platformer (running, jumping, wall jump, grapple) compares four conditions in a 2x2 design: none / breaks / checkpoints / both…
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Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports...CHI PLAY 20232023-10-10
Systematic review follows PRISMA and synthesizes N=32 papers (13 on situations that elicit emotion, 15 on regulation, 4 on technical interventions) and claims…
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Prospective Passion and Social Capital within DotA 2 PlayersCHI PLAY 20232023-10-10
Three-wave longitudinal survey of Dota 2 players (T1 n=462, T2 n=182, T3 n=115) uses a 10‑item passion scale and 10‑item Internet Social Capital scale to test…
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Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environ...CHI PLAY 20232023-10-10
959 players are randomly shown 10 positive or 10 negative chat screenshots and asked to rate representativeness and explain their reactions. Players rate toxic…
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Help, My Game is Toxic! First Insights from a Systematic Literature Review on Intervention...CHI PLAY 20232023-10-10
Systematic review protocol (Prisma-P) on OSF collects 1176 works and yields 30 papers covering 36 intervention systems. Findings: 28 systems are novel while 8…
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"Let’s Get Physiological, Physiological!": A Systematic Review of Affective GamingCHI PLAY 20202020-11-02
Systematic review of 162 papers (from 52,834 hits) claims affective gaming is nascent but promising and introduces the affective game loop to classify how…
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Risking Treasure: Testing Loss Aversion in an Adventure GameCHI PLAY 20202020-11-02
Built a 2D Zelda-like game Small Adventure (Unity) with 18 wager decision points using in-game gold and 50% chance bets at varied win:loss ratios. Players…
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Is a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer GameCHI PLAY 20202020-11-02
Built a custom 2D platformer with wall-jump swing and grapple mechanics and run two experiments: one compares spaced versus continuous practice across four…
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A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player GamesCHI PLAY 20202020-11-02
Survey of 188 U.S. players uses mixed methods — surveys, guided recall, and qualitative coding mapped onto a valence/arousal space — and finds 94% report…
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Game Dynamics that Support Snacking, not FeastingCHI PLAY 20192019-10-22
Content analysis of 22 commercial casual games using the MDA framework yields five dynamics and a claim that Instant Rewards, Novelty, and Waiting can be added…
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Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in GamesCHI PLAY 20192019-10-22
Study uses a Super Hexagon clone to compare continuous practice with spaced practice across 105 novice players who train for 20 minutes total over four…
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Improving The Efficacy Of Games for Change Using Personalization ModelsCHI 20182018-04-21
Built a predictive model from an initial 108-participant study mapping seven gamer types to eight persuasive strategies, then deployed two Junk Food Aliens…
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The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital ...CHI 20182018-04-21
A 92-question survey of 286 participants measures how race and ethnicity affect identification, immersion, and satisfaction in games and finds clear gaps…
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Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital ...CHI 20182018-04-21
An experiment with 109 players in 30-minute groups of three in Minecraft social play uses projective coding of implicit motives and coded chat plus peer…
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Why is This Happening to Me? How Player Attribution can Broaden our Understanding of Player ...CHI 20172017-05-06
Argues that attribution theory predicts emotions and motivation in games and delivers a validated 13‑item game-specific attribution questionnaire tested on 211…
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