{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,1]],"date-time":"2025-10-01T16:00:11Z","timestamp":1759334411846,"version":"build-2065373602"},"publisher-location":"New York, NY, USA","reference-count":30,"publisher":"ACM","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2025,10,13]]},"DOI":"10.1145\/3744736.3749340","type":"proceedings-article","created":{"date-parts":[[2025,9,30]],"date-time":"2025-09-30T07:12:41Z","timestamp":1759216361000},"page":"88-95","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Frustration, Engagement, and Adaptation: Analyzing Player Emotions and Behaviors in Ori And The Blind Forest"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0009-0004-4441-3357","authenticated-orcid":false,"given":"Srikkanth","family":"Sundaram","sequence":"first","affiliation":[{"name":"Independent Researcher, Dublin, Leinster, Ireland"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3767-292X","authenticated-orcid":false,"given":"Madeleine","family":"Steeds","sequence":"additional","affiliation":[{"name":"School of Information and Communication Studies, University College Dublin, Dublin, Leinster, Ireland"}]}],"member":"320","published-online":{"date-parts":[[2025,10,13]]},"reference":[{"key":"e_1_3_3_2_2_2","doi-asserted-by":"publisher","unstructured":"Dmitry Alexandrovsky Kathrin Gerling Merlin\u00a0Steven Opp Christopher\u00a0Benjamin Hahn Max\u00a0V. Birk and Meshaiel Alsheail. 2024. Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions. Proc. ACM Hum.-Comput. Interact. 8 CHI PLAY Article 301 (Oct. 2024) 27\u00a0pages. 10.1145\/3677066","DOI":"10.1145\/3677066"},{"key":"e_1_3_3_2_3_2","doi-asserted-by":"publisher","unstructured":"Albert Bandura W.\u00a0H. Freeman and Richard Lightsey. 1999. Self-Efficacy: The Exercise of Control. Journal of Cognitive Psychotherapy 13 2 (1999) 158\u2013166. 10.1891\/0889-8391.13.2.158","DOI":"10.1891\/0889-8391.13.2.158"},{"key":"e_1_3_3_2_4_2","doi-asserted-by":"publisher","DOI":"10.1145\/3411764.3445678"},{"key":"e_1_3_3_2_5_2","doi-asserted-by":"publisher","unstructured":"Elizabeth\u00a0A. Boyle Thomas\u00a0M. Connolly Thomas Hainey and James\u00a0M. Boyle. 2012. Engagement in digital entertainment games: A systematic review. Computers in Human Behavior 28 3 (2012) 771\u2013780. 10.1016\/j.chb.2011.11.020","DOI":"10.1016\/j.chb.2011.11.020"},{"key":"e_1_3_3_2_6_2","doi-asserted-by":"publisher","unstructured":"Virginia Braun and Victoria\u00a0Clarke and. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology 3 2 (2006) 77\u2013101. 10.1191\/1478088706qp063oa","DOI":"10.1191\/1478088706qp063oa"},{"key":"e_1_3_3_2_7_2","doi-asserted-by":"publisher","unstructured":"Brad\u00a0J. Bushman and Bryan Gibson. 2011. Violent Video Games Cause an Increase in Aggression Long After the Game Has Been Turned Off. Social Psychological and Personality Science 2 1 (2011) 29\u201332. 10.1177\/1948550610379506","DOI":"10.1177\/1948550610379506"},{"key":"e_1_3_3_2_8_2","doi-asserted-by":"publisher","DOI":"10.1145\/3573382.3616090"},{"key":"e_1_3_3_2_9_2","unstructured":"Mihalyi Czikszentmihalyi. 1990. Flow-The Psychology of Optimal Experience."},{"key":"e_1_3_3_2_10_2","doi-asserted-by":"crossref","unstructured":"Colin Eden. 1988. Cognitive mapping. european Journal of Operational research 36 1 (1988) 1\u201313.","DOI":"10.1016\/0377-2217(88)90002-1"},{"key":"e_1_3_3_2_11_2","doi-asserted-by":"publisher","unstructured":"Kirstie\u00a0M. Farrar Marina Krcmar and Kristine\u00a0L. Nowak. 2006. Contextual Features of Violent Video Games Mental Models and Aggression. Journal of Communication 56 2 (04 2006) 387\u2013405. 10.1111\/j.1460-2466.2006.00025.x","DOI":"10.1111\/j.1460-2466.2006.00025.x"},{"key":"e_1_3_3_2_12_2","doi-asserted-by":"publisher","DOI":"10.1145\/1067343.1067372"},{"key":"e_1_3_3_2_13_2","doi-asserted-by":"publisher","unstructured":"Scott\u00a0H Hemenover and Nicholas\u00a0D Bowman. 2018. Video games emotion and emotion regulation: Expanding the scope. Annals of the International Communication Association 42 2 (2018) 125\u2013143. 10.1080\/23808985.2018.1442239","DOI":"10.1080\/23808985.2018.1442239"},{"key":"e_1_3_3_2_14_2","first-page":"1722","volume-title":"Proceedings of the AAAI Workshop on Challenges in Game AI","author":"Hunicke Robin","year":"2004","unstructured":"Robin Hunicke, Marc LeBlanc, Robert Zubek, et\u00a0al. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI. San Jose, CA, AAAI Press, San Jose, CA, 1722."},{"key":"e_1_3_3_2_15_2","volume-title":"The art of failure: An essay on the pain of playing video games","author":"Juul Jesper","year":"2013","unstructured":"Jesper Juul. 2013. The art of failure: An essay on the pain of playing video games. MIT press, Cambridge, MA."},{"key":"e_1_3_3_2_16_2","doi-asserted-by":"publisher","unstructured":"Mohammed\u00a0K. Khalil and Ihsan\u00a0A. Elkhider. 2016. Applying learning theories and instructional design models for effective instruction. Advances in Physiology Education 40 2 (2016) 147\u2013156. 10.1152\/advan.00138.2015","DOI":"10.1152\/advan.00138.2015"},{"key":"e_1_3_3_2_17_2","doi-asserted-by":"publisher","DOI":"10.1145\/2658537.2658695"},{"key":"e_1_3_3_2_18_2","doi-asserted-by":"publisher","unstructured":"Teresa Lynch and Nicole\u00a0Martins and. 2015. Nothing to Fear? An Analysis of College Students\u2019 Fear Experiences With Video Games. Journal of Broadcasting & Electronic Media 59 2 (2015) 298\u2013317. 10.1080\/08838151.2015.1029128","DOI":"10.1080\/08838151.2015.1029128"},{"key":"e_1_3_3_2_19_2","unstructured":"Moon Studios. 2016. Ori and the Blind Forest: Definitive Edition. https:\/\/store.steampowered.com\/app\/387290\/Ori_and_the_Blind_Forest_Definitive_Edition\/. Video game Steam edition."},{"key":"e_1_3_3_2_20_2","doi-asserted-by":"publisher","DOI":"10.1145\/1496984.1496998"},{"key":"e_1_3_3_2_21_2","doi-asserted-by":"publisher","unstructured":"Richard\u00a0M Ryan and Edward\u00a0L Deci. 2000. Self-determination theory and the facilitation of intrinsic motivation social development and well-being. American psychologist 55 1 (2000) 68. 10.1037\/0003-066X.55.1.68","DOI":"10.1037\/0003-066X.55.1.68"},{"key":"e_1_3_3_2_22_2","doi-asserted-by":"publisher","unstructured":"Richard\u00a0A Schmidt. 1975. A schema theory of discrete motor skill learning. Psychological review 82 4 (1975) 225. 10.1037\/h0076770","DOI":"10.1037\/h0076770"},{"key":"e_1_3_3_2_23_2","doi-asserted-by":"publisher","unstructured":"Walter Schneider and Jason\u00a0M. Chein. 2003. Controlled & automatic processing: behavior theory and biological mechanisms. Cognitive Science 27 3 (2003) 525\u2013559. 10.1207\/s15516709cog2703_8","DOI":"10.1207\/s15516709cog2703_8"},{"key":"e_1_3_3_2_24_2","doi-asserted-by":"crossref","unstructured":"Norbert Schwarz. 2007. Retrospective and concurrent self-reports: The rationale for real-time data capture. The science of real-time data capture: Self-reports in health research 11 (2007) 26.","DOI":"10.1093\/oso\/9780195178715.003.0002"},{"key":"e_1_3_3_2_25_2","doi-asserted-by":"publisher","DOI":"10.5555\/1593502"},{"key":"e_1_3_3_2_26_2","doi-asserted-by":"publisher","unstructured":"Penelope Sweetser and Peta Wyeth. 2005. GameFlow: a model for evaluating player enjoyment in games. Comput. Entertain. 3 3 (July 2005) 3. 10.1145\/1077246.1077253","DOI":"10.1145\/1077246.1077253"},{"key":"e_1_3_3_2_27_2","doi-asserted-by":"publisher","unstructured":"John Sweller. 1988. Cognitive Load During Problem Solving: Effects on Learning. Cognitive Science 12 2 (1988) 257\u2013285. 10.1207\/s15516709cog1202_4","DOI":"10.1207\/s15516709cog1202_4"},{"key":"e_1_3_3_2_28_2","doi-asserted-by":"publisher","DOI":"10.1145\/3116595.3116629"},{"key":"e_1_3_3_2_29_2","doi-asserted-by":"crossref","unstructured":"Marlieke\u00a0TR Van\u00a0Kesteren Dirk\u00a0J Ruiter Guill\u00e9n Fern\u00e1ndez and Richard\u00a0N Henson. 2012. How schema and novelty augment memory formation. Trends in neurosciences 35 4 (2012) 211\u2013219.","DOI":"10.1016\/j.tins.2012.02.001"},{"key":"e_1_3_3_2_30_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-40612-19"},{"key":"e_1_3_3_2_31_2","unstructured":"Chushu Ye. 2023. Exploring Resilience Building in Soulsborne Games."}],"event":{"name":"CHI PLAY '25: The Annual Symposium on Computer-Human Interaction in Play","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"],"location":"Pittsburgh USA","acronym":"CHI PLAY Companion '25"},"container-title":["Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3744736.3749340","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,9,30]],"date-time":"2025-09-30T15:47:13Z","timestamp":1759247233000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3744736.3749340"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,10,13]]},"references-count":30,"alternative-id":["10.1145\/3744736.3749340","10.1145\/3744736"],"URL":"https:\/\/doi.org\/10.1145\/3744736.3749340","relation":{},"subject":[],"published":{"date-parts":[[2025,10,13]]},"assertion":[{"value":"2025-10-13","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}