Regan L. Mandryk
where else to find them
no profile links on file
what they talk about
all 8 in the filters
where they keep going back
on a stage with
all 47 in the filters
who talks about the same things
nobody close enough yet
| title | conference | date |
|---|---|---|
| How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Beha... | CHI PLAY 2024 | 2024-10-14 |
Systematic review screens 1,176 papers and extracts 36 interventions for toxic behavior in online games, categorizing targets as general or targeted attacks… | ||
| Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their P... | CHI PLAY 2024 | 2024-10-14 |
Lab sessions collect psychophysiological signals (webcam facial expressions, eye tracker, ear‑clip PPG heart rate, forearm GSR) while 68 participants aged 7–13… | ||
| Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super Hexagon | CHI PLAY 2024 | 2024-10-14 |
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… | ||
| Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pin... | CHI PLAY 2024 | 2024-10-14 |
Controlled within-subject study with N=60 compares Ghostbusters tables on physical, VR, and PC pinball and measures player experience and task demand… | ||
| Exploring the Role of Action Mechanics in Game-Based Stress Recovery | CHI PLAY 2024 | 2024-10-14 |
Sixty participants undergo a stress induction then play a modded Risk of Rain 2 for 15 minutes across three conditions: Combat-Required, Combat-Optional… | ||
| Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer On... | CHI PLAY 2024 | 2024-10-14 |
Survey data from 204 League of Legends players using multiple regression shows self-reported toxic behavior positively predicts in-game spending, with the… | ||
| If at First You Don't Succeed: Helping Players Make Progress In Games With Breaks and Checkpoints | CHI PLAY 2023 | 2023-10-10 |
Study of a side‑scroll platformer (running, jumping, wall jump, grapple) compares four conditions in a 2x2 design: none / breaks / checkpoints / both… | ||
| Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports... | CHI PLAY 2023 | 2023-10-10 |
Systematic review follows PRISMA and synthesizes N=32 papers (13 on situations that elicit emotion, 15 on regulation, 4 on technical interventions) and claims… | ||
| Prospective Passion and Social Capital within DotA 2 Players | CHI PLAY 2023 | 2023-10-10 |
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… | ||
| Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environ... | CHI PLAY 2023 | 2023-10-10 |
959 players are randomly shown 10 positive or 10 negative chat screenshots and asked to rate representativeness and explain their reactions. Players rate toxic… | ||
| Help, My Game is Toxic! First Insights from a Systematic Literature Review on Intervention... | CHI PLAY 2023 | 2023-10-10 |
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… | ||
| "Let’s Get Physiological, Physiological!": A Systematic Review of Affective Gaming | CHI PLAY 2020 | 2020-11-02 |
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… | ||
| Risking Treasure: Testing Loss Aversion in an Adventure Game | CHI PLAY 2020 | 2020-11-02 |
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… | ||
| Is a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer Game | CHI PLAY 2020 | 2020-11-02 |
Built a custom 2D platformer with wall-jump swing and grapple mechanics and run two experiments: one compares spaced versus continuous practice across four… | ||
| A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games | CHI PLAY 2020 | 2020-11-02 |
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… | ||
| Game Dynamics that Support Snacking, not Feasting | CHI PLAY 2019 | 2019-10-22 |
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… | ||
| Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games | CHI PLAY 2019 | 2019-10-22 |
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… | ||
| Improving The Efficacy Of Games for Change Using Personalization Models | CHI 2018 | 2018-04-21 |
Built a predictive model from an initial 108-participant study mapping seven gamer types to eight persuasive strategies, then deployed two Junk Food Aliens… | ||
| The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital ... | CHI 2018 | 2018-04-21 |
A 92-question survey of 286 participants measures how race and ethnicity affect identification, immersion, and satisfaction in games and finds clear gaps… | ||
| Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital ... | CHI 2018 | 2018-04-21 |
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… | ||
| Why is This Happening to Me? How Player Attribution can Broaden our Understanding of Player ... | CHI 2017 | 2017-05-06 |
Argues that attribution theory predicts emotions and motivation in games and delivers a validated 13‑item game-specific attribution questionnaire tested on 211… | ||
| nothing matches | ||