Kathrin Maria Gerling

Orcid: 0000-0002-8449-6124

Affiliations:
  • Karlsruhe Institute of Technology, Germany
  • KU Leuven, Belgium (former)
  • University of Lincoln, UK (former)


According to our database1, Kathrin Maria Gerling authored at least 134 papers between 2006 and 2024.

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Bibliography

2024
The next decade in accessibility research.
i-com, August, 2024

Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations.
Virtual Real., June, 2024

Promoting Family Play through Asymmetric Game Design.
Proc. ACM Hum. Comput. Interact., 2024

PACMHCI V8, CHI PLAY, October 2024 Editorial.
Proc. ACM Hum. Comput. Interact., 2024

Juicy Audio: Audio Designers' Conceptualization of the Term in Video Games.
Proc. ACM Hum. Comput. Interact., 2024

An Investigation of the Test-Retest Reliability of the miniPXI.
Proc. ACM Hum. Comput. Interact., 2024

Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions.
Proc. ACM Hum. Comput. Interact., 2024

Envisioning the Future of Accessible Immersive Technology: Creating a Roadmap and Building Community.
Proceedings of the Mensch und Computer 2024, 2024

"I may only be able to sit through 30 minutes": Gaming Sickness and Its Impact on Players' Experiences With Games.
Proceedings of Mensch und Computer 2024, 2024

Leveraging Virtual Reality Simulation to Engage Non-Disabled People in Reflection on Access Barriers for Disabled People.
Proceedings of the Mensch und Computer 2024, 2024

Elevating Game User Research with a Guided Interface for Data Analysis.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Neurodivergence and Work in Human-Computer Interaction: Mapping the Research Landscape.
Proceedings of the 3rd Annual Meeting of the Symposium on Human-Computer Interaction for Work, 2024

Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From Games.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

A Living Framework for Understanding Cooperative Games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

Not a "Typical Expat": An Autoethnographic Account on Accessible Relocation.
Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, 2024

"Schlusslicht": An Ambient Display to Keep Kids and Parents in the Loop When Managing Playing Time and Disengaging From Games.
Proceedings of the 23rd Annual ACM Interaction Design and Children Conference, 2024

2023
Social gaming: A systematic review.
Comput. Hum. Behav., October, 2023

Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults.
ACM Trans. Access. Comput., September, 2023

Designing for Disengagement: Challenges and Opportunities for Game Design to Support Children's Exit From Play.
CoRR, 2023

3, 2, 1 Start with Breastfeeding: Supporting Partner Involvement in Breastfeeding Education Through a Gamified Mobile App.
Proceedings of the Mensch und Computer 2023, 2023

Designing Technology for Neurodivergent Self-determination: Challenges and Opportunities.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Realizing Values in Hybrid Environments: A SIGCHI Perspective✱.
Proceedings of the Computer Supported Cooperative Work and Social Computing, 2023

Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Vulnerability and Play: Exploring the Mundane Ways in Which Games Might Harm Players.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Behavioural Design in Video Games: Ethical, Legal, and Health Impact on Players.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure Process.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

An Examination of Motivation in Physical Therapy Through the Lens of Self-Determination Theory: Implications for Game Design.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Reflecting on Hybrid Events: Learning from a Year of Hybrid Experiences.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Game-based Powered Wheelchair Skills Training: Examining Tensions Between Player Engagement and Therapeutic Requirements.
Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, 2023

Tackling the Lack of a Practical Guide in Disability-Centered Research.
Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, 2023

2022
miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022

Challenges and Opportunities for Playful Technology in Health Prevention: Using Virtual Reality to Supplement Breastfeeding Education.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Virtual Reality for Health and Wellbeing.
Proceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia, 2022

Reflections on Ableism in Participatory Technology Design.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

Social VR Beyond the Corporeal Standard: Reflections on Access for Disabled Persons.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

Reflections on Rigor and Reproducibility: Moving Toward a Community Standard for the Description of Artifacts in Experimental Games Research.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Escape from the Hamster Wheel: Exploring the Role of Joy of Movement in Movement-based Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Virtual Feed: Design and Evaluation of a Virtual Reality Simulation Addressing the Lived Experience of Breastfeeding.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual Reality.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Flexible Activity Tracking for Older Adults Using Mobility Aids - An Exploratory Study on Automatically Identifying Movement Modality.
Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility, 2022

2021
The Purpose of Play: How HCI Games Research Fails Neurodivergent Populations.
ACM Trans. Comput. Hum. Interact., 2021

Irrelevant Gadgets or a Source of Worry: Exploring Wearable Activity Trackers with Older Adults.
ACM Trans. Access. Comput., 2021

Immersive Virtual Reality for Older Adults: Empirically Grounded Design Guidelines.
ACM Trans. Access. Comput., 2021

PACMHCI V5, CHI PLAY, September 2021 Editorial.
Proc. ACM Hum. Comput. Interact., 2021

Diegetic Tool Management in a Virtual Reality Training Simulation.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

Challenges in Designing Inclusive Immersive Technologies.
Proceedings of the MUM 2021: 20th International Conference on Mobile and Ubiquitous Multimedia, Leuven, Belgium, December 5, 2021

Not Very Effective: Validity Issues of the Effectance in Games Scale.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Understanding the Role of Technology to Support Breastfeeding.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Virtual Feed: A Simulated Breastfeeding Experience in Virtual Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

A Critical Examination of Virtual Reality Technology in the Context of the Minority Body.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Experiencing Simulated Confrontations in Virtual Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues.
ACM Trans. Access. Comput., 2020

Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences.
Int. J. Hum. Comput. Stud., 2020

Wearable Physical Activity Tracking Systems for Older Adults - A Systematic Review.
ACM Trans. Comput. Heal., 2020

Virtual reality as a platform for research in gambling behaviour.
Comput. Hum. Behav., 2020

Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

The Player Experience Inventory Bench: Providing Games User Researchers Actionable Insight into Player Experiences.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Games and Play SIG: Shaping the Next Decade of Games & HCI Research.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Nothing About Us Without Us: Investigating the Role of Critical Disability Studies in HCI.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Be Part Of It: Spectator Experience in Gaming and Esports.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Virtual Reality Games for People Using Wheelchairs.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

Playing With Shadows: An Exploration of <i>Calm</i> Game Interaction.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Virtual reality crowd simulation: effects of agent density on user experience and behaviour.
Virtual Real., 2019

Handing over the Keys: A Qualitative Study of the Experience of Automation in Driving.
Int. J. Hum. Comput. Interact., 2019

Skweezee for Processing: A Software Library to Make Squeeze Interactions.
Proceedings of the Thirteenth International Conference on Tangible, 2019

A Dyad of Lenses for the Motivational Design of mHealth: Bridging the Gap between Health Theory and App Design.
Proceedings of the 2019 IEEE International Conference on Healthcare Informatics, 2019

Understanding the Effects of Gamification and Juiciness on Players.
Proceedings of the IEEE Conference on Games, 2019

Sailing Skweezee: An Exploration of Squeeze Interaction in VR.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

The Surrogate Body in Play.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Disability Interactions in Digital Games: From Accessibility to Inclusion.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Ageing is Not a Disease: Pitfalls for the Acceptance of Self-Management Health Systems Supporting Healthy Ageing.
Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility, 2019

Designing Interactive Manual Wheelchair Skills Training for Children.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle.
Interactions, 2018

Good Game Feel: An Empirically Grounded Framework for Juicy Design.
Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018

Potential and Limitations of Playful Technology to Support Infant Feeding.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Towards an Open Standard for Gameplay Metrics.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Real-Time Dashboards to Support eSports Spectating.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Varying Avatar Weight to Increase Player Motivation: Challenges of a Gaming Setup.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Manipulating Reality?: Designing and Deploying Virtual Reality in Sensitive Settings.
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018

2017
Exploiting Players?: Critical Reflections on Participation in Game Development.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Designing Game-Based Myoelectric Prosthesis Training.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts.
Int. J. Hum. Comput. Stud., 2016

Towards Acceptance Engineering in ICT for Older Adults.
i-com, 2016

Exertion Games.
Found. Trends Hum. Comput. Interact., 2016

Design Strategies for Gamified Physical Activity Applications for Older Adults.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Designing Movement-based Play With Young People Using Powered Wheelchairs.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Designing Wheelchair-Based Movement Games.
ACM Trans. Access. Comput., 2015

Discouraging sedentary behaviors using interactive play.
Interactions, 2015

"After All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Exploring Twitter as a Game Platform; Strategies and Opportunities for Microblogging-based Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Exploring Casual Exergames with Kids Using Wheelchairs.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Ageing Playfully: Advancing Research on Games for Older Adults Beyond Accessibility and Health Benefits.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

How Self-Esteem Shapes our Interactions with Play Technologies.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Long-Term Use of Motion-Based Video Games in Care Home Settings.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Motion-based game interaction for older adults.
ACM SIGACCESS Access. Comput., 2014

Anpassbare Computerspiele für Senioren.
Inform. Spektrum, 2014

Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Decreasing sedentary behaviours in pre-adolescents using casual exergames at school.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

The effects of embodied persuasive games on player attitudes toward people using wheelchairs.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Motion-Based Game Interaction for Older Adults / Bewegungsbasierte Spielinteraktion für Senioren.
i-com, 2013

The Effects of Graphical Fidelity on Player Experience.
Proceedings of the International Conference on Making Sense of Converging Media, 2013

Is movement better?: comparing sedentary and motion-based game controls for older adults.
Proceedings of the Graphics Interface 2013, 2013

Tailoring persuasive health games to gamer type.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

KINECT<sup>wheels</sup>: wheelchair-accessible motion-based game interaction.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Visual complexity, player experience, performance and physical exertion in motion-based games for older adults.
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, 2013

Wheelchair-based game design for older adults.
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, 2013

2012
Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Full-body motion-based game interaction for older adults.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Evaluating social games for kids and teenagers diagnosed with cancer.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

Measuring the impact of game controllers on player experience in FPS games.
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011

Intergenerational Play: Exploring the Needs of Children and Elderly.
Proceedings of the Workshop-Proceedings der Tagung Mensch & Computer 2011. überMEDIEN|ÜBERmorgen, 2011

Exergaming for Elderly Persons: Analyzing Player Experience and Performance.
Proceedings of the Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011

Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Human factors in entertainment computing: designing for diversity.
Proceedings of the Foundations of Digital Games, 2011

Designing and evaluating digital games for frail elderly persons.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Serious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children.
Proceedings of the Interaktive Kulturen: Workshop-Band. Proceedings der Workshops der Mensch & Computer 2010 - 10. Fachübergreifende Konferenz für Interaktive und Kooperative Medien, DeLFI 2010, 2010

Exergame design for elderly users: the case study of SilverBalance.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2006
Spielerverhalten und Storyerzeugung in interaktiven Spielumgebungen am Beispiel der Grimmix Story-Engine.
Proceedings of the Mensch und Computer 2006: Mensch und Computer im Strukturwandel, 2006


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