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Browsing by Author "Kukshinov, Eugene"

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    Designing Biofeedback Board Games: The Impact of Heart Rate on Player Experience
    (Association for Computing Machinery New York, NY, United States, 2025-04-25) Tu, Joseph; Kukshinov, Eugene; Mogavi, Reza Hadi; Wang, Derrick M.; Nacke, Lennart E.
    Biofeedback provides a unique opportunity to intensify tabletop gameplay. It permits new play styles through digital integration while keeping the tactile appeal of physical components. However, integrating biofeedback systems, like heart rate (HR), into game design needs to be better understood in the literature and still needs to be explored in practice. To bridge this gap, we employed a Research through Design (RtD) approach. This included (1) gathering insights from enthusiast board game designers (n = 10), (2) conducting two participatory design workshops (n = 20), (3) prototyping game mechanics with experts (n = 5), and (4) developing the game prototype artifact One Pulse: Treasure Hunter’s. We identify practical design implementation for incorporating biofeedback, particularly related to heart rate, into tabletop games. Thus, we contribute to the field by presenting design trade-offs for incorporating HR into board games, offering valuable insights for HCI researchers and game designers.
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    Support Autonomy: Exploring Player Perspectives on AI-Supported Onboarding in Video Games
    (Association for Computing Machinery, 2025-04-25) Choong, Lydia; Cmentowski, Sebastian; Kukshinov, Eugene; Tu, Joseph; Nacke, Lennart E.
    Video game onboarding faces the challenge of teaching game mechanics in a fun and engaging way. Artificial intelligence (AI) solutions have become a quick fix to help users understand technology. However, little is known about how AI supports player onboarding in video games. To address this knowledge gap, this research explores player perspectives on AI-supported onboarding. We conducted a qualitative user study (n = 20) to investigate player expectations, attitudes, and concerns about AI-supported learning experiences. Players learn primarily through the lived experience of a game and value personalized guidance during onboarding. Participants emphasized the importance of maintaining control over how AI is used during onboarding and the freedom to choose their support level. Our results suggest that players want future AI-supported onboarding systems to prioritize their agency, encourage active learning, and maintain transparency throughout the learning process. We contribute to game design research by proposing balanced, player-centric AI-supported onboarding experiences in video games.

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