{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,13]],"date-time":"2026-06-13T07:05:03Z","timestamp":1781334303531,"version":"3.54.1"},"reference-count":72,"publisher":"Association for Computing Machinery (ACM)","issue":"6","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Hum.-Comput. Interact."],"published-print":{"date-parts":[[2025,10,5]]},"abstract":"<jats:p>Waiting is an everyday activity that is often present in video games. Waiting situations in games can take place during, for instance, loading screens, turn-based action, and cutscenes. Experiences of waiting can encompass a variety of emotions in players, such as anticipation, frustration, and boredom. Thus, understanding how waiting relates to players\u2019 overall experience can be beneficial when designing or analysing games. However, academic discussion on waiting in games is quite scattered, and there is no comprehensive overview available on the subject. This paper contributes a semi-systematic literature review on the topic, augmented with a follow-up survey study. Based on the survey findings, we outline five perspectives from which waiting experiences can be analysed. These are 1) causes of waiting, 2) player goals for waiting, 3) player behaviour when waiting, 4) felt experience of waiting, and 5) player reasoning and decision-making. Our findings give an overview of sources of waiting in games and highlight that, in addition to affecting players' emotions, waiting is an aspect of gameplay that has an effect on players' decisions and behaviour.<\/jats:p>","DOI":"10.1145\/3748613","type":"journal-article","created":{"date-parts":[[2025,10,5]],"date-time":"2025-10-05T21:01:11Z","timestamp":1759698071000},"page":"510-541","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":3,"title":["Towards Understanding Waiting in Video Games"],"prefix":"10.1145","volume":"9","author":[{"ORCID":"https:\/\/orcid.org\/0009-0005-8163-2687","authenticated-orcid":false,"given":"Nina","family":"Tepponen","sequence":"first","affiliation":[{"name":"Aalto University, Espoo, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7196-5254","authenticated-orcid":false,"given":"Prabhav","family":"Bhatnagar","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-5854-7189","authenticated-orcid":false,"given":"Jaakko","family":"V\u00e4kev\u00e4","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7764-3459","authenticated-orcid":false,"given":"Perttu","family":"H\u00e4m\u00e4l\u00e4inen","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2025,10,5]]},"reference":[{"key":"e_1_2_1_1_1","volume-title":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI \u201918)","author":"Alharthi Sultan A.","year":"2018","unstructured":"Sultan A. Alharthi, Olaa Alsaedi, Phoebe O. Toups Dugas, Theresa Jean Tanenbaum, and Jessica Hammer. 2018. Playing to Wait: A Taxonomy of Idle Games. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI \u201918). Association for Computing Machinery, New York, NY, USA. 1\u201315. isbn:9781450356206 https:\/\/doi.org\/10.1145\/3173574.3174195 10.1145\/3173574.3174195"},{"key":"e_1_2_1_2_1","volume-title":"Conference Proceedings of DiGRA 2023 Conference: Limits and Margins of Games Settings. https:\/\/doi.org\/10","author":"Antognoli David","year":"2023","unstructured":"David Antognoli and Joshua Fisher. 2023. A Proposed Taxonomy for the Design Qualities of Video Game Loading Interfaces and Processes. In Conference Proceedings of DiGRA 2023 Conference: Limits and Margins of Games Settings. https:\/\/doi.org\/10.26503\/dl.v2023i1.1928 10.26503\/dl.v2023i1.1928"},{"key":"e_1_2_1_3_1","volume-title":"Conference on Human Factors in Computing Systems - Proceedings","author":"Bopp Julia Ayumi","year":"2016","unstructured":"Julia Ayumi Bopp, Elisa D. Mekler, and Klaus Opwis. 2016. Negative emotion, positive experience? Emotionally moving moments in digital games. Conference on Human Factors in Computing Systems - Proceedings, 2016-May (2016), 2996\u20133006. https:\/\/doi.org\/10.1145\/2858036.2858227 10.1145\/2858036.2858227"},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","unstructured":"Nicholas David Bowman Rowan Daneels and Daniel Possler. 2023. Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games.. Psychology of Popular Media issn:2689-6575 2689-6567 https:\/\/doi.org\/10.1037\/ppm0000474 10.1037\/ppm0000474","DOI":"10.1037\/ppm0000474"},{"key":"e_1_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1191\/1478088706qp063oa"},{"key":"e_1_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1037\/13620-000"},{"key":"e_1_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1080\/2159676X.2019.1628806"},{"key":"e_1_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1002\/capr.12360"},{"key":"e_1_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1080\/14780887.2020.1769238"},{"key":"e_1_2_1_10_1","doi-asserted-by":"publisher","DOI":"10.1080\/2159676X.2019.1704846"},{"key":"e_1_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1080\/26895269.2022.2129597"},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1080\/13645579.2020.1805550"},{"key":"e_1_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.displa.2019.101928"},{"key":"e_1_2_1_14_1","volume-title":"Proceedings of the 2007 DiGRA International Conference: Situated Play. isbn:ISSN 2342-9666","author":"Cheng Paul","year":"2007","unstructured":"Paul Cheng. 2007. Waiting for Something to Happen: Narratives, Interactivity and Agency and the Video Game Cut-scene. In DiGRA \u201907 - Proceedings of the 2007 DiGRA International Conference: Situated Play. isbn:ISSN 2342-9666"},{"key":"e_1_2_1_15_1","volume-title":"Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (CHI \u201922)","author":"Cole Tom","year":"2022","unstructured":"Tom Cole and Marco Gillies. 2022. Emotional Exploration and the Eudaimonic Gameplay Experience: A Grounded Theory. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (CHI \u201922). Association for Computing Machinery, New York, NY, USA. isbn:978-1-4503-9157-3 https:\/\/doi.org\/10.1145\/3491102.3502002 10.1145\/3491102.3502002"},{"key":"e_1_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.17645\/MAC.V9I1.3205"},{"key":"e_1_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1037\/tmb0000108"},{"key":"e_1_2_1_18_1","volume-title":"Cardona-Rivera","author":"Debus Michael S.","year":"2020","unstructured":"Michael S. Debus, Jos\u00e9 P. Zagal, and Rogelio E. Cardona-Rivera. 2020. A typology of imperative game goals. Game Studies, 20, 3 (2020)."},{"key":"e_1_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2022.924953"},{"key":"e_1_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1080\/21681392.2019.1697309"},{"key":"e_1_2_1_21_1","volume-title":"Proceedings of the 2016 ACM Conference on Designing Interactive Systems. 556\u2013564","author":"Ghafurian Moojan","year":"2016","unstructured":"Moojan Ghafurian and David Reitter. 2016. Impatience induced by waiting: An effect moderated by the speed of countdowns. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems. 556\u2013564. https:\/\/doi.org\/10.1145\/2901790.2901830 10.1145\/2901790.2901830"},{"key":"e_1_2_1_22_1","volume-title":"Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology. 1\u20137. https:\/\/doi.org\/10","author":"Guardiola Emmanuel","year":"2016","unstructured":"Emmanuel Guardiola. 2016. The gameplay loop: a player activity model for game design and analysis. In Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology. 1\u20137. https:\/\/doi.org\/10.1145\/3001773.3001791 10.1145\/3001773.3001791"},{"key":"e_1_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1016\/0167-7152(84)90021-X"},{"key":"e_1_2_1_24_1","volume-title":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 3084\u20133090","author":"Hohenstein Jess","year":"2016","unstructured":"Jess Hohenstein, Hani Khan, Kramer Canfield, Samuel Tung, and Rocio Perez Cano. 2016. Shorter Wait Times: The Effects of Various Loading Screens on Perceived Performance. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. 3084\u20133090. isbn:9781450340823 https:\/\/doi.org\/10.1145\/2851581.2892308 10.1145\/2851581.2892308"},{"key":"e_1_2_1_25_1","volume-title":"Proceedings of the ACM on Human-Computer Interaction, 8, CHI PLAY","author":"Hougaard Bastian Ils\u00f8","year":"2024","unstructured":"Bastian Ils\u00f8 Hougaard and Hendrik Knoche. 2024. Aiming, Pointing, Steering: A Core Task Analysis Framework for Gameplay. Proceedings of the ACM on Human-Computer Interaction, 8, CHI PLAY (2024), 1\u201348. https:\/\/doi.org\/10.1145\/3677057 10.1145\/3677057"},{"key":"e_1_2_1_26_1","doi-asserted-by":"publisher","unstructured":"Kejia Hu Xun Xu and Ao Qu. 2021. The psychology of virtual queue: When waiting feels less like waiting. Vanderbilt Owen Graduate School of Management Research Paper Forthcoming https:\/\/doi.org\/10.2139\/ssrn.3933040 10.2139\/ssrn.3933040","DOI":"10.2139\/ssrn.3933040"},{"key":"e_1_2_1_27_1","volume-title":"Proceedings of the AAAI Workshop on Challenges in Game AI. 4, 1722","author":"Hunicke Robin","year":"2004","unstructured":"Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI. 4, 1722."},{"key":"e_1_2_1_28_1","doi-asserted-by":"publisher","unstructured":"Federico Alvarez Igarz\u00e1bal Helena Hruby Joanna Witowska Shiva Khoshnoud and Marc Wittmann. 2021. What happens while waiting in virtual reality? A comparison between a virtual and a real waiting situation concerning boredom self-regulation and the experience of time. Technology Mind and Behavior 2 2 (2021) https:\/\/doi.org\/10.1037\/tmb0000038 10.1037\/tmb0000038","DOI":"10.1037\/tmb0000038"},{"key":"e_1_2_1_29_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1744-618X.2001.tb00450.x"},{"key":"e_1_2_1_30_1","doi-asserted-by":"publisher","DOI":"10.1080\/00140130310001610865"},{"key":"e_1_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1177\/1367549417705603"},{"key":"e_1_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11469-009-9206-4"},{"key":"e_1_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-4-431-54901-7_12"},{"key":"e_1_2_1_34_1","volume-title":"Krosnick and Stanley Presser","author":"Jon","year":"2010","unstructured":"Jon A. Krosnick and Stanley Presser. 2010. Question and Questionnaire Design. In Handbook of Survey Research (2nd edition), Peter V. Marsden and James D. Wright (Eds.). Emerald Group Publishing Limited, 263\u2013313."},{"key":"e_1_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1287\/mksc.16.4.295"},{"key":"e_1_2_1_36_1","volume-title":"Proceedings of the Designing Interactive Systems Conference (DIS \u201912)","author":"Lallemand Carine","year":"2012","unstructured":"Carine Lallemand and Guillaume Gronier. 2012. Enhancing User eXperience during Waiting Time in HCI: Contributions of Cognitive Psychology. In Proceedings of the Designing Interactive Systems Conference (DIS \u201912). Association for Computing Machinery, New York, NY, USA. 751\u2013760. isbn:9781450312103 https:\/\/doi.org\/10.1145\/2317956.2318069 10.1145\/2317956.2318069"},{"key":"e_1_2_1_37_1","doi-asserted-by":"publisher","DOI":"10.1007\/s00182-017-0590-x"},{"key":"e_1_2_1_38_1","unstructured":"Shengmei Liu Federico Galbiati Miles Gregg Eren Eroglu Atsuo Kuwahara James Scovell and Mark Claypool. 2022. Waiting to Play \u2013 Measuring Game Load Times and their Effects on Players."},{"key":"e_1_2_1_39_1","doi-asserted-by":"publisher","DOI":"10.7238\/ARTNODES.V0I30.398865"},{"key":"e_1_2_1_40_1","doi-asserted-by":"publisher","DOI":"10.1239\/jap\/1014842562"},{"key":"e_1_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1093\/jcmc\/zmac020"},{"key":"e_1_2_1_42_1","volume-title":"Proceedings of the ACM on Human-Computer Interaction, 3, CSCW","author":"McDonald Nora","year":"2019","unstructured":"Nora McDonald, Sarita Schoenebeck, and Andrea Forte. 2019. Reliability and Inter-rater Reliability in Qualitative Research: Norms and Guidelines for CSCW and HCI Practice. Proceedings of the ACM on Human-Computer Interaction, 3, CSCW (2019), 1\u201323. issn:2573-0142 https:\/\/doi.org\/10.1145\/3359174 10.1145\/3359174"},{"key":"e_1_2_1_43_1","volume-title":"Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY \u201918)","author":"Mekler Elisa D.","year":"2018","unstructured":"Elisa D. Mekler, Ioanna Iacovides, and Julia Ayumi Bopp. 2018. \"A Game that Makes You Question...\": Exploring the Role of Reflection for the Player Experience. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY \u201918). Association for Computing Machinery, New York, NY, USA. 315\u2013327. isbn:978-1-4503-5624-4 https:\/\/doi.org\/10.1145\/3242671.3242691 10.1145\/3242671.3242691"},{"key":"e_1_2_1_44_1","doi-asserted-by":"publisher","unstructured":"Hendrik M\u00fcller Aaron Sedley and Elizabeth Ferrall-Nunge. 2014. Survey research in HCI. Ways of Knowing in HCI 229\u2013266. https:\/\/doi.org\/10.1007\/978-1-4939-0378-8_10 10.1007\/978-1-4939-0378-8_10","DOI":"10.1007\/978-1-4939-0378-8_10"},{"key":"e_1_2_1_45_1","doi-asserted-by":"publisher","DOI":"10.1080\/01449290410001669914"},{"key":"e_1_2_1_46_1","doi-asserted-by":"publisher","DOI":"10.1177\/1468794116679873"},{"key":"e_1_2_1_47_1","unstructured":"Michael Nixon. 2023. Waiting for Player. Beyond the Deck: Critical Essays on Magic: The Gathering and Its Influence 21\u201340."},{"key":"e_1_2_1_48_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1468-2958.2009.01368.x"},{"key":"e_1_2_1_49_1","volume-title":"Julia K. Woolley, Ryan Rogers, Brett I. Sherrick, and Mun-Young Chung.","author":"Oliver Mary Beth","year":"2015","unstructured":"Mary Beth Oliver, Nicholas David Bowman, Julia K. Woolley, Ryan Rogers, Brett I. Sherrick, and Mun-Young Chung. 2015. Video games as meaningful entertainment experiences. Psychology of Popular Media Culture."},{"key":"e_1_2_1_50_1","doi-asserted-by":"publisher","DOI":"10.1093\/joc\/jqx020"},{"key":"e_1_2_1_51_1","doi-asserted-by":"publisher","DOI":"10.1080\/0142159X.2022.2057287"},{"key":"e_1_2_1_52_1","volume-title":"Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, Denver Colorado USA. 5087\u20135097","author":"Petralito Serge","year":"2017","unstructured":"Serge Petralito, Florian Br\u00fchlmann, Glena Iten, Elisa D. Mekler, and Klaus Opwis. 2017. A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, Denver Colorado USA. 5087\u20135097. isbn:978-1-4503-4655-9 https:\/\/doi.org\/10.1145\/3025453.3026047 10.1145\/3025453.3026047"},{"key":"e_1_2_1_53_1","doi-asserted-by":"publisher","DOI":"10.1177\/0961463X15613654"},{"key":"e_1_2_1_54_1","doi-asserted-by":"publisher","DOI":"10.1002\/jeab.132"},{"key":"e_1_2_1_55_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.tourman.2017.08.003"},{"key":"e_1_2_1_56_1","doi-asserted-by":"publisher","unstructured":"Harold Schweizer. 2008. On Waiting. Routledge Abingdon. https:\/\/doi.org\/10.4324\/9780203927151 10.4324\/9780203927151","DOI":"10.4324\/9780203927151"},{"key":"e_1_2_1_57_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.jbusres.2019.07.039"},{"key":"e_1_2_1_58_1","volume-title":"Proceedings of the 2011 DiGRA International Conference: Think Design Play. DiGRA\/Utrecht School of the Arts. isbn:ISSN 2342-9666","author":"van Meurs Richard","year":"2011","unstructured":"Richard van Meurs. 2011. And Then You Wait: The Issue of Dead Time in Social Network Games. In DiGRA \u201911 - Proceedings of the 2011 DiGRA International Conference: Think Design Play. DiGRA\/Utrecht School of the Arts. isbn:ISSN 2342-9666"},{"key":"e_1_2_1_59_1","volume-title":"Press X to wait: The cultural politics of slow game time in Red Dead Redemption 2. Game Studies, 22, 3","author":"Vanderhoef John","year":"2022","unstructured":"John Vanderhoef and Matthew Thomas Payne. 2022. Press X to wait: The cultural politics of slow game time in Red Dead Redemption 2. Game Studies, 22, 3 (2022)."},{"key":"e_1_2_1_60_1","volume-title":"Proceedings of the ACM on Human-Computer Interaction, 7, CHI PLAY","author":"Vornhagen Jan B.","year":"2023","unstructured":"Jan B. Vornhagen, Dan Bennett, Dooley Murphy, and Elisa D. Mekler. 2023. \u201cI\u2019m the leader and I\u2019m going to save the world\u201d: Characterizing Empowering and Disempowering Game Experiences. Proceedings of the ACM on Human-Computer Interaction, 7, CHI PLAY (2023), 1330\u20131360. issn:2573-0142 https:\/\/doi.org\/10.1145\/3611071 10.1145\/3611071"},{"key":"e_1_2_1_61_1","volume-title":"Proceedings of the CHI Conference on Human Factors in Computing Systems. ACM, Honolulu HI USA. 1\u201320","author":"V\u00e4kev\u00e4 Jaakko","year":"2024","unstructured":"Jaakko V\u00e4kev\u00e4, Elisa D. Mekler, and Janne Lindqvist. 2024. From Disorientation to Harmony: Autoethnographic Insights into Transformative Videogame Experiences. In Proceedings of the CHI Conference on Human Factors in Computing Systems. ACM, Honolulu HI USA. 1\u201320. isbn:9798400703300 https:\/\/doi.org\/10.1145\/3613904.3642543 10.1145\/3613904.3642543"},{"key":"e_1_2_1_62_1","doi-asserted-by":"publisher","DOI":"10.1002\/bdm.1850"},{"key":"e_1_2_1_63_1","doi-asserted-by":"crossref","first-page":"30","DOI":"10.1002\/(SICI)1520-6653(200024)14:1<30::AID-DIR3>3.0.CO;2-M","article-title":"Don\u2019t keep your internet customers waiting too long at the (virtual) front door","volume":"14","author":"Weinberg Bruce D.","year":"2000","unstructured":"Bruce D. Weinberg. 2000. Don\u2019t keep your internet customers waiting too long at the (virtual) front door. Journal of interactive marketing, 14, 1 (2000), 30\u201339.","journal-title":"Journal of interactive marketing"},{"key":"e_1_2_1_64_1","volume-title":"CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 339\u2013350","author":"Whitby Matthew Alexander","year":"2019","unstructured":"Matthew Alexander Whitby, Sebastian Deterding, and Ioanna Iacovides. 2019. \u201cOne of the baddies all along\u201d: Moments that challenge a player\u2019s perspective. CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 339\u2013350. https:\/\/doi.org\/10.1145\/3311350.3347192 10.1145\/3311350.3347192"},{"key":"e_1_2_1_65_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.actpsy.2020.103061"},{"key":"e_1_2_1_66_1","doi-asserted-by":"publisher","DOI":"10.3758\/s13420-021-00482-5"},{"key":"e_1_2_1_67_1","doi-asserted-by":"publisher","DOI":"10.1002\/jeab.119"},{"key":"e_1_2_1_68_1","doi-asserted-by":"publisher","DOI":"10.3758\/s13420-010-0010-6"},{"key":"e_1_2_1_69_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.beproc.2018.01.015"},{"key":"e_1_2_1_70_1","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pone.0098996"},{"key":"e_1_2_1_71_1","doi-asserted-by":"publisher","DOI":"10.1177\/1046878110375594"},{"key":"e_1_2_1_72_1","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2014.00917"}],"container-title":["Proceedings of the ACM on Human-Computer Interaction"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3748613","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,5]],"date-time":"2025-10-05T21:07:19Z","timestamp":1759698439000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3748613"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,10,5]]},"references-count":72,"journal-issue":{"issue":"6","published-print":{"date-parts":[[2025,10,5]]}},"alternative-id":["10.1145\/3748613"],"URL":"https:\/\/doi.org\/10.1145\/3748613","relation":{},"ISSN":["2573-0142"],"issn-type":[{"value":"2573-0142","type":"electronic"}],"subject":[],"published":{"date-parts":[[2025,10,5]]},"assertion":[{"value":"2025-02-19","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2025-07-24","order":2,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2025-10-05","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}