{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,12,11]],"date-time":"2025-12-11T21:05:39Z","timestamp":1765487139539,"version":"3.44.0"},"reference-count":99,"publisher":"Association for Computing Machinery (ACM)","issue":"CHI PLAY","license":[{"start":{"date-parts":[[2024,10,14]],"date-time":"2024-10-14T00:00:00Z","timestamp":1728864000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Hum.-Comput. Interact."],"published-print":{"date-parts":[[2024,10,14]]},"abstract":"<jats:p>General anxiety is a common mental health condition across the world, with many barriers preventing people from accessing treatments. A growing body of evidence suggests that serious games offer appealing and effective solutions for anxiety. Despite their potential, an understanding of game design qualities and contextual game mechanics in game-based interventions are significantly under-explored, especially for general anxiety. Alternative and emerging game genres may offer new intervention approaches previously overlooked in digital mental health research. We use story-led exploration games, particularly the environmental storytelling walking simulator game genre, as an analytical template to understand new game design strategies and features that can potentially enable engaging and efficacious serious games as interventions for general anxiety. Using semi-structured interviews and thematic analysis, we summarize input from expert clinical participants who identified and evaluated several game design qualities towards developing walking simulators as potential serious game interventions.<\/jats:p>","DOI":"10.1145\/3677104","type":"journal-article","created":{"date-parts":[[2024,10,15]],"date-time":"2024-10-15T12:14:13Z","timestamp":1728994453000},"page":"1-24","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":5,"title":["Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention"],"prefix":"10.1145","volume":"8","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-3732-9606","authenticated-orcid":false,"given":"Cristobal","family":"Catalan","sequence":"first","affiliation":[{"name":"University of York, York, United Kingdom"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2902-9256","authenticated-orcid":false,"given":"Lina","family":"Gega","sequence":"additional","affiliation":[{"name":"University of York, York, United Kingdom"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-0588-7013","authenticated-orcid":false,"given":"Jonathan","family":"Hook","sequence":"additional","affiliation":[{"name":"University of York, York, United Kingdom"}]}],"member":"320","published-online":{"date-parts":[[2024,10,15]]},"reference":[{"key":"e_1_2_2_1_1","volume-title":"Generalised anxiety disorder. How common is it? Background Information. Prevalance. Last revised","author":"National Institute of Health and Care Excellence (NICE). 2023.","year":"2023","unstructured":"National Institute of Health and Care Excellence (NICE). 2023. Generalised anxiety disorder. How common is it? Background Information. Prevalance. Last revised Feb 2023. Last accessed 06 08 2023 - https:\/\/cks.nice.org.uk\/topics\/generalized-anxiety-disorder\/background-information\/prevalence"},{"key":"e_1_2_2_2_1","volume-title":"England: Adult psychiatric morbidity survey","author":"McManus Sally","year":"2016","unstructured":"Sally McManus, Paul Bebbington, Rachel Jenkins, and Traolach Brugha (eds.). 2016. Mental health and wellbeing in England: Adult psychiatric morbidity survey 2014. Leeds: NHS digital. https:\/\/www.mentalhealth.org.uk\/statistics\/mental-health-statistics-global-and-nationwide-costs"},{"key":"e_1_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11920-021-01290--4"},{"key":"e_1_2_2_4_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.cpr.2011.01.008"},{"key":"e_1_2_2_5_1","doi-asserted-by":"publisher","DOI":"10.1136\/eb-2015--102293"},{"key":"e_1_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.2196\/12853"},{"key":"e_1_2_2_7_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2016.00215"},{"key":"e_1_2_2_8_1","doi-asserted-by":"publisher","DOI":"10.1192\/bjo.2022.4"},{"key":"e_1_2_2_9_1","doi-asserted-by":"publisher","unstructured":"Martin Fitzgerald and Gemma Ratcliffe. 2020. Serious games gamification and serious mental illness: A scoping review. Psychiatric Services (Washington D.C.) 71(2) 170--183. DOI: https:\/\/doi.org\/10.1176\/appi.ps.201800567","DOI":"10.1176\/appi.ps.201800567"},{"key":"e_1_2_2_10_1","doi-asserted-by":"publisher","DOI":"10.1192\/bjo.2021.1078"},{"key":"e_1_2_2_11_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2016.00209"},{"key":"e_1_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.2196\/29137"},{"key":"e_1_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2021.726222"},{"volume-title":"Interactive Digital Narrative (pp. 91--105)","author":"Koenitz Hartmut","key":"e_1_2_2_14_1","unstructured":"Hartmut Koenitz. 2015. Towards a specific theory of interactive digital narrative. In Interactive Digital Narrative (pp. 91--105). Routledge."},{"key":"e_1_2_2_15_1","doi-asserted-by":"publisher","unstructured":"Katja Aller. 2022. I don't feel at home in this game anymore: A closer look at uncanny atmospheres in walking simulators. In: Jimena Aguilar Rodr\u00edguez Federico Alvarez Igarz\u00e1bal Michael S. Debus Curtis L. Maughan Su-Jin Song Miruna Vozaru and Felix Zimmermann (eds). Mental Health | Atmospheres | Video Games: New Directions in Game Research II. Bielefeld: Transcript Verlag pp. 177--194. DOI: https:\/\/doi.org\/10.1515\/9783839462645-020","DOI":"10.1515\/9783839462645-020"},{"key":"e_1_2_2_16_1","doi-asserted-by":"publisher","DOI":"10.1007\/978--3--642--34851--8_4"},{"key":"e_1_2_2_17_1","doi-asserted-by":"publisher","DOI":"10.2196\/30482"},{"key":"e_1_2_2_18_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2020.00036"},{"key":"e_1_2_2_19_1","doi-asserted-by":"publisher","DOI":"10.3390\/info14020105"},{"key":"e_1_2_2_20_1","doi-asserted-by":"publisher","DOI":"10.1111\/jcpp.12663"},{"key":"e_1_2_2_21_1","volume-title":"Research Impact Conference. Health and wellbeing research","author":"Gega Lina","year":"2019","unstructured":"Lina Gega. 2019. Innovative approaches to diagnosis and treatment. Research Impact Conference. Health and wellbeing research. University of York. Last accessed (05.08.2023)."},{"key":"e_1_2_2_22_1","volume-title":"Raz","author":"Cote Amanda","year":"2015","unstructured":"Amanda Cote and Julia G. Raz. 2015. In-depth interviews for games research. Game Research Methods. ETC Press, Pittsburgh, PA, USA, 93--116."},{"key":"e_1_2_2_23_1","doi-asserted-by":"publisher","DOI":"10.1136\/bmjopen-2019-029954"},{"key":"e_1_2_2_24_1","doi-asserted-by":"publisher","DOI":"10.1007\/978--3--319--40612--1_3"},{"key":"e_1_2_2_25_1","volume-title":"Evidence standards framework for digital health technologies. Corporate Document. Standard 8. Published","author":"National Institute of Health and Care Excellence (NICE). 2022.","year":"2018","unstructured":"National Institute of Health and Care Excellence (NICE). 2022. Evidence standards framework for digital health technologies. Corporate Document. Standard 8. Published 10 December 2018. Last updated 9 August 2022. Standard 4. Inequalities and Bias Mitigation. Last accessed 18.08.23 - https:\/\/www.nice.org.uk\/corporate\/ecd7"},{"key":"e_1_2_2_26_1","doi-asserted-by":"publisher","DOI":"10.1192\/bjp.2020.159"},{"key":"e_1_2_2_27_1","doi-asserted-by":"publisher","DOI":"10.1002\/9781119945901.ch1"},{"volume-title":"Generalised anxiety disorder in adults. The NICE Guideline on Management in Primary, Secondary and Community Care","author":"National Institute of Health and Care Excellence (NICE). 2020b.","key":"e_1_2_2_28_1","unstructured":"National Institute of Health and Care Excellence (NICE). 2020b. Generalised anxiety disorder in adults. The NICE Guideline on Management in Primary, Secondary and Community Care. National Institute for Health and Care Excellence. https:\/\/www.nice.org.uk"},{"key":"e_1_2_2_29_1","doi-asserted-by":"publisher","DOI":"10.1002\/da.22654"},{"key":"e_1_2_2_30_1","doi-asserted-by":"publisher","DOI":"10.1097\/HRP.0000000000000138"},{"key":"e_1_2_2_31_1","first-page":"39","article-title":"Virtual reality in the treatment of generalized anxiety disorders","volume":"154","author":"Gorini","year":"2010","unstructured":"Gorini A, Pallavicini F, Algeri D, Repetto C, Gaggioli A, and Riva G (2010), Virtual reality in the treatment of generalized anxiety disorders, Studies in Health Technology and Informatics, 154. 39--43. 10.3233\/978--1--60750--561--7--39.","journal-title":"Studies in Health Technology and Informatics"},{"key":"e_1_2_2_32_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.cpr.2004.04.001"},{"key":"e_1_2_2_33_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2017.07.005"},{"key":"e_1_2_2_34_1","doi-asserted-by":"publisher","DOI":"10.1111\/sms.13654"},{"key":"e_1_2_2_35_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11121-017-0843--8"},{"key":"e_1_2_2_36_1","doi-asserted-by":"publisher","DOI":"10.1136\/bmj.e2598"},{"key":"e_1_2_2_37_1","doi-asserted-by":"publisher","DOI":"10.2196\/jmir.8241"},{"key":"e_1_2_2_38_1","volume-title":"Amon and Andrew Campbell","author":"Krestina","year":"2008","unstructured":"Krestina L. Amon and Andrew Campbell. 2008. Can children with AD\/HD learn relaxation and breathing techniques through biofeedback video games. Australian Journal of Educational & Developmental Psychology. 8. 72--84."},{"issue":"3","key":"e_1_2_2_39_1","first-page":"195","article-title":"Game-based biofeedback for paediatric anxiety and depression","volume":"8","author":"Knox Michele","year":"2011","unstructured":"Michele Knox, Jennifer Lentini, Tracy S. Cummings, Angele McGrady, Kary Whearty, and Lisa Sancrant. 2011. Game-based biofeedback for paediatric anxiety and depression. Mental Health in Family Medicine, 8(3), 195--203.","journal-title":"Mental Health in Family Medicine"},{"key":"e_1_2_2_40_1","first-page":"47","article-title":"Critique: Can children with AD\/HD learn relaxation and breathing techniques through biofeedback video games?","volume":"9","author":"Wright Craig","year":"2008","unstructured":"Craig Wright and Elizabeth Conlon. 2008. Critique: Can children with AD\/HD learn relaxation and breathing techniques through biofeedback video games?. Australian Journal of Educational & Developmental Psychology. Vol 9, 2008, pp 47--52.","journal-title":"Australian Journal of Educational & Developmental Psychology."},{"key":"e_1_2_2_41_1","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pone.0147763"},{"key":"e_1_2_2_42_1","doi-asserted-by":"publisher","DOI":"10.1089\/g4h.2014.0138"},{"key":"e_1_2_2_43_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2016.05.005"},{"key":"e_1_2_2_44_1","doi-asserted-by":"publisher","DOI":"10.1089\/g4h.2015.0033"},{"key":"e_1_2_2_45_1","doi-asserted-by":"publisher","unstructured":"Andreas Brouzos Stephanos P. Vassilopoulos and Kalliopi Moschou. 2016. Utilizing storytelling to promote emotional well-being of children with a distinct physical appearance: The case of children who wear eyeglasses. The European Journal of Counselling Psychology 4(1). DOI: https:\/\/doi.org\/10.5964\/ejcop.v4i1.96","DOI":"10.5964\/ejcop.v4i1.96"},{"key":"e_1_2_2_46_1","doi-asserted-by":"publisher","DOI":"10.1073\/pnas.2018409118"},{"key":"e_1_2_2_47_1","doi-asserted-by":"publisher","DOI":"10.26503\/dl.v2011i1.512"},{"key":"e_1_2_2_48_1","volume-title":"Game Developers Conference","author":"Smith Harvey","year":"2010","unstructured":"Harvey Smith and Matthias Worch. 2010. What happened here? Environmental storytelling. Game Developers Conference, San Francisco, 2010. Slides and notes available at http:\/\/www.worch.com\/2010\/03\/11\/gdc-2010\/ (accessed Aug. 2023)."},{"volume-title":"Digital Make-Believe (pp. 101--124). Human-Computer Interaction","author":"Deterding Sebastian C.","key":"e_1_2_2_49_1","unstructured":"Sebastian C. Deterding. 2016. Make-Believe in gameful and playful design. In Digital Make-Believe (pp. 101--124). Human-Computer Interaction. Springer."},{"key":"e_1_2_2_50_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.cbpra.2016.10.002"},{"key":"e_1_2_2_51_1","doi-asserted-by":"publisher","DOI":"10.6092\/issn.2280--9481\/12399"},{"key":"e_1_2_2_52_1","unstructured":"Melissa Kagen. 2018. Walking talking and playing with Masculinities in Firewatch. In Game Studies: The International Journal of Computer Game Research 18 (2). http:\/\/gamestudies.org\/1802\/articles\/kagen"},{"key":"e_1_2_2_53_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412019844631"},{"volume-title":"The walking simulator's generic experiences?","author":"Montembeault Hugo","key":"e_1_2_2_54_1","unstructured":"Hugo Montembeault and Maxime Deslongchamps-Gagnon. 2019. The walking simulator's generic experiences?. In Press Start. Vol. 5. No 2 (2019), Special Issue: Walking Simulators. pp. 1--28, here p. 19. p186."},{"key":"e_1_2_2_55_1","volume-title":"Game Developers Conference","author":"Pinchbeck Dan","year":"2012","unstructured":"Dan Pinchbeck. 2012. Dear Esther: Making an indie success out of an experimental mod. Game Developers Conference, March 2012, San Francisco, California. http:\/\/www.gdcvault.com\/play\/1015529\/Dear-Esther-Making-an-Indie"},{"key":"e_1_2_2_56_1","doi-asserted-by":"publisher","DOI":"10.2196\/jmir.1430"},{"key":"e_1_2_2_57_1","doi-asserted-by":"publisher","DOI":"10.1109\/HICSS.2014.377"},{"key":"e_1_2_2_58_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2020.575962"},{"key":"e_1_2_2_59_1","doi-asserted-by":"publisher","DOI":"10.2196\/21737"},{"key":"e_1_2_2_60_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.amepre.2007.09.027"},{"key":"e_1_2_2_61_1","doi-asserted-by":"publisher","unstructured":"Chan AHY Honey MLL. User perceptions of mobile digital apps for mental health: Acceptability and usability - An integrative review. J Psychiatr Ment Health Nurs. 2022; 29: 147--168. https:\/\/doi.org\/10.1111\/jpm.12744","DOI":"10.1111\/jpm.12744"},{"key":"e_1_2_2_62_1","doi-asserted-by":"publisher","DOI":"10.1037\/pro0000082"},{"key":"e_1_2_2_63_1","doi-asserted-by":"publisher","DOI":"10.2196\/11565"},{"volume-title":"Learning Clinical Reasoning Through Game-Based Simulation: Design Principles for Simulation Games. Helsinki","author":"Koivisto Jaana-Maija","key":"e_1_2_2_64_1","unstructured":"Jaana-Maija Koivisto. 2017. Learning Clinical Reasoning Through Game-Based Simulation: Design Principles for Simulation Games. Helsinki, Finland: University of Helsinki."},{"key":"e_1_2_2_65_1","doi-asserted-by":"publisher","DOI":"10.1089\/g4h.2017.0058"},{"key":"e_1_2_2_66_1","doi-asserted-by":"publisher","DOI":"10.1177\/1046878111434255"},{"volume-title":"Art of Game Design","year":"2008","key":"e_1_2_2_67_1","unstructured":"Schell. (2008). The Art of Game Design: A Book of Lenses. In Art of Game Design. CRC Press."},{"key":"e_1_2_2_68_1","doi-asserted-by":"publisher","DOI":"10.1080\/2159676X.2019.1628806"},{"key":"e_1_2_2_69_1","doi-asserted-by":"publisher","DOI":"10.1007\/978--981--10--5251--4_103"},{"key":"e_1_2_2_70_1","doi-asserted-by":"publisher","DOI":"10.1080\/14780887.2020.1769238"},{"key":"e_1_2_2_71_1","doi-asserted-by":"publisher","DOI":"10.1177\/1049732316665344"},{"key":"e_1_2_2_72_1","doi-asserted-by":"publisher","DOI":"10.1080\/2159676X.2019.1704846"},{"key":"e_1_2_2_73_1","doi-asserted-by":"publisher","DOI":"10.1186\/s12874-018-0594--7"},{"key":"e_1_2_2_74_1","doi-asserted-by":"publisher","DOI":"10.1155\/2012\/291541"},{"key":"e_1_2_2_75_1","doi-asserted-by":"publisher","DOI":"10.1080\/13642537.2013.810657"},{"key":"e_1_2_2_76_1","doi-asserted-by":"publisher","unstructured":"Felix Reer and Thorsten Quandt. 2020. Digital games and well-being: An overview. In Rachel Kowert (eds) Video Games and Well-being. Palgrave Studies in Cyberpsychology. Palgrave Pivot Cham. DOI: https:\/\/doi.org\/10.1007\/978--3-030--32770--5_1","DOI":"10.1007\/978--3-030--32770--5_1"},{"key":"e_1_2_2_77_1","doi-asserted-by":"publisher","DOI":"10.1177\/1359105314555169"},{"key":"e_1_2_2_78_1","doi-asserted-by":"publisher","DOI":"10.1089\/eco.2013.0008"},{"key":"e_1_2_2_79_1","volume-title":"Nature: How connecting with nature benefits our mental health.","author":"Foundation Mental Health","year":"2021","unstructured":"Mental Health Foundation. 2021. Nature: How connecting with nature benefits our mental health. Available at https:\/\/www.mentalhealth.org.uk\/sites\/default\/files\/2022-06\/MHAW21-Nature-research-report.pdf (Accessed 11th Nov 2022)"},{"key":"e_1_2_2_80_1","doi-asserted-by":"crossref","unstructured":"Jennifer Brade Mario Lorenz Marc Busch Niels Hammer Manfred Tscheligi and Philipp Klimant. 2017. Being there again Presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task. International Journal","DOI":"10.1016\/j.ijhcs.2017.01.004"},{"key":"e_1_2_2_81_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2019.02667"},{"key":"e_1_2_2_82_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2018.01858"},{"key":"e_1_2_2_83_1","doi-asserted-by":"publisher","DOI":"10.1186\/s12888-018--1979--1"},{"key":"e_1_2_2_84_1","unstructured":"NHS. 2022. 5 steps to mental wellbeing. Mental Health. Self Help. Guides. Available at https:\/\/www.nhs.uk\/mental-health\/self-help\/guides-tools-and-activities\/five-steps-to-mental-wellbeing\/). Last accessed 26. 08. 2023"},{"key":"e_1_2_2_85_1","doi-asserted-by":"publisher","DOI":"10.1111\/ppc.12184"},{"key":"e_1_2_2_86_1","doi-asserted-by":"publisher","DOI":"10.1007\/s12671-017-0698-x"},{"key":"e_1_2_2_87_1","doi-asserted-by":"publisher","unstructured":"Thabrew H. Stasiak K. Kumar H. Naseem T. Frampton C. & Merry S. (2021). A Cognitive Behavioral Therapy- Biofeedback- and Game-Based eHealth Intervention to Treat Anxiety in Children and Young People With Long-Term Physical Conditions (Starship Rescue): Co-design and Open Trial. JMIR serious games 9(3) e26084. https:\/\/doi.org\/10.2196\/26084","DOI":"10.2196\/26084"},{"key":"e_1_2_2_88_1","doi-asserted-by":"publisher","DOI":"10.1007\/978--3--540--89454--4_9"},{"key":"e_1_2_2_89_1","doi-asserted-by":"publisher","DOI":"10.2196\/26575"},{"key":"e_1_2_2_90_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.jbtep.2020.101548"},{"key":"e_1_2_2_91_1","doi-asserted-by":"publisher","DOI":"10.1109\/COMSNETS51098.2021.9352815"},{"key":"e_1_2_2_92_1","doi-asserted-by":"publisher","unstructured":"Elke A. Schoneveld Anna Lichtwarck-Aschoff and Isabela Granic. 2019. What keeps them motivated? Children's views on an applied game for anxiety. Entertainment Computing. 29. DOI: 10.1016\/j.entcom.2018.12.003","DOI":"10.1016\/j.entcom.2018.12.003"},{"key":"e_1_2_2_93_1","doi-asserted-by":"publisher","unstructured":"Heidi A. Colthup. 2018. 'You Were all the World Like a Beach to me'. The use of second person address to create multiple storyworlds in literary video games: 'Dear Esther' a case study. International Journal of Transmedia Literacy. 4. DOI: 10.7358\/ijtl-2018-005-colt","DOI":"10.7358\/ijtl-2018-005-colt"},{"key":"e_1_2_2_94_1","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pone.0224046"},{"key":"e_1_2_2_95_1","doi-asserted-by":"publisher","DOI":"10.1007\/978--3--319--46152--6_19"},{"key":"e_1_2_2_96_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2018.00663"},{"key":"e_1_2_2_97_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyt.2019.00802"},{"key":"e_1_2_2_98_1","doi-asserted-by":"publisher","DOI":"10.2196\/mental.4133"},{"key":"e_1_2_2_99_1","volume-title":"Evidence standards framework for digital health technologies. Corporate Document. Standard 4. Inequalities and Bias Mitigation. Published","author":"National Institute of Health and Care Excellence (NICE). 2022.","year":"2018","unstructured":"National Institute of Health and Care Excellence (NICE). 2022. Evidence standards framework for digital health technologies. Corporate Document. Standard 4. Inequalities and Bias Mitigation. Published 10 December 2018. Last updated 9 August 2022. Last accessed 18.08.23 - https:\/\/www.nice.org.uk\/corporate\/ecd7"}],"container-title":["Proceedings of the ACM on Human-Computer Interaction"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3677104","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3677104","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,8,21]],"date-time":"2025-08-21T11:40:30Z","timestamp":1755776430000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3677104"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,10,14]]},"references-count":99,"journal-issue":{"issue":"CHI PLAY","published-print":{"date-parts":[[2024,10,14]]}},"alternative-id":["10.1145\/3677104"],"URL":"https:\/\/doi.org\/10.1145\/3677104","relation":{},"ISSN":["2573-0142"],"issn-type":[{"type":"electronic","value":"2573-0142"}],"subject":[],"published":{"date-parts":[[2024,10,14]]},"assertion":[{"value":"2024-10-15","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}