Introduction to this special issue on HCI and games

Abstract

Games have been part of human–computer interaction (HCI) research since the first CHI conference in 1982. At that gathering, Tom Malone, then at Xerox PARC, presented insights from the study of computer games to motivate a set of design principles for “enjoyable” user interfaces (Malone, 1982). Over the ensuing years, games-related HCI research has steadily grown as a subarea of CHI (e.g. Keeker, Pagulayan, Sykes, & Lazzaro, 2004; Pausch, Gold, Skelly, & Thiel, 1994), with more rapid acceleration in the last 10 years. A recent metareview (Carter, Downs, Nansen, Harrop, & Gibbs, 2014) analyzed game- and play-related content at CHI between 2003 and 2013, finding that the overall percentage of the CHI proceedings related to play and games rose from 2.5% to a peak of 9.5% in 2012. In the last few years, venues for game-related HCI work have expanded as well. From 2011 to 2013, two of this special issue’s editors (Bernhaupt & Isbister, 2013) formed a Games and Entertainment Special Community devoted to game-related HCI research at CHI, leading to the permanent addition to CHI venues of a Student Game Design Competition. And in 2014, a new ACM-sponsored conference was created as a specialized peer-reviewed venue for the intersection of HCI and Games—CHI-Play. Game-related research is clearly a valued, integral, and growing segment of HCI research

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