Publications: Games & Virtual Worlds

Fluet, G.G., Qiu, Q., Cronce, A., Sia, E., Blessing, K., Patel, J., Merians, A., Wohn, D. Y., Adamovich, S. (2021). Participant adherence to a video game-based tele-rehabilitation program. In C. M. Hayre, D. J. Muller, & M. J. Scherer (Eds.), Virtual Reality in Health and Rehabilitation. Boca Raton: CRC Press

LaMastra, N., Uttarapong, J., Gandhi, R., Cook, C.L., & Wohn, D. Y. (2020). How a Live Streamer’s Choice in Played Game Affects Mental Health Conversations. In Proceedings of CHIPLAY 2020, 297-300 [pdf]

Li, L., Uttarapong, J., Freeman, G., & Wohn, D. Y. (2020). Spontaneous, Yet Studious: Esports Commentators’ Live Performance and Self-Presentation Practices.  In Proc. ACM Hum.-Comput. Interact., Vol. 4, No. CSCW2, Article 103. [pdf]

Li, L., Freeman, G., & Wohn, D. Y. (2020). Power in Skin: The Interplay of Self-Presentation, Tactical Play, and Spending in Fortnite. In Proceedings of CHI PLAY, 71-80

Maloney, D., Freeman, G., & Wohn, D. Y. (2020). “Talking without A Voice”: Understanding Non-verbal Communication in Social Virtual Reality. In Proc. ACM Hum.-Comput. Interact., Vol. 4, No. CSCW2, Article 175. [pdf]

Wohn, D. Y., Ratan, R., & Cherchiglia, L. (2020, July). Gender and Genre Differences in Multiplayer Gaming Motivations. In International Conference on Human-Computer Interaction (pp. 233-248). Springer, Cham [pdf]

Cai, J., Wohn, D. Y., Freeman, G. (2019). Who Purchases and Why? Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite. In Proceedings of ACM CHIPLAY, 391-396.

Wohn, D. Y., & Freeman, G. (2019). Live Streaming, Playing, and Money Spending Behaviors in eSports. Games and Culture

Uttarapong, J., Schofield, D., Abadiotakis, N., & Wohn, D. Y. (2019, May).  Translating Informational Game Data into Real-time Entertainment: Understanding the Practices of eSports Commentators. Presentation at Games + Communication Ante-Conference, Washington, D. C. Hosted by ICA Game Studies Division and American University

Freeman, G., & Wohn, D. Y. (2018). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work, 27, 1019-1050. [PDF]

Wohn, D. Y., Freeman, E., Quehl, K. (2017). A game of research: Information-seeking and decision-making in daily fantasy sports. In Proceedings of CHI PLAY,  355-366, New York, NY: ACM [pdf]

Freeman, G., & Wohn, D. Y. (2017). Social support in eSports: Building emotional and esteem support from instrumental Support interactions in a highly competitive environment. In Proceedings of CHI PLAY, 435-447, New York, NY: ACM [pdf]

Wohn, D. Y. (2017). StarCraft: Bringing legitimacy to competitive gaming. In R. Mejia, J. Banks, & A. Adams (Eds.), 100 Greatest Video Game Franchises. Rowman & Littlefield.

Freeman, G.,& Wohn, D. Y. (2017). eSports as An Emerging Research Context at CHI: Diverse Perspectives on Definitions  [PDFCHI 2017 Late-breaking work, 1601-1608

Wohn, D. Y. (2016).  From faux-social to pro-social: The mediating role of copresence in developing expectations of social support in a game.
PRESENCE: Teleoperators and Virtual Environments, 25 (1), 61-74

Leith, A., Ratan, R., & Wohn, D. Y. (2016).  The (De-)evolution of evolution games: A content analysis of the representation of evolution through natural selection in digital games.
Journal of Science Education and Technology, 25, 655-664.

Wohn, D. Y., Lee, Y-H., & Ozkaya, E. (2015). Social contributors and consequences of habitual and compulsive game play [PDF]
International Journal of Technology and Human Interaction, 11, 17-34

Wohn, D. Y. (2014). Spending real money: Purchasing patterns of virtual goods in an online social game Proceedings of CHI 2014, pp. 3359-3368. New York, NY: ACM. [pdf]

Ellison, N. B., Wohn, D. Y., & Heeter, C. (2014).  Implications and applications of sociable gaming for higher education. In W. G. Tierney, Z. B. Corwin, T. Fullerton, & G. Ragusa (Eds). Postsecondary play: The role of games and social media in higher education. Baltimore, MD: John Hopkins Press

Wohn, D. Y., & Lee, Y-H. (2013). Players of Facebook games and how they play [PDF]
Entertainment Computing, 4(3), 171-178

Wohn, D.Y., & Wash, R. (2013). A virtual “room” with a cue: Detecting personality through spatial customization in a city simulation game [PDFComputers in Human Behavior, 29(1), 155-159.

Lee, Y-H. & Wohn, D.Y. (2012). Are there cultural differences in how we play? Examining cultural effects on playing social network games [PDF]
Computers in Human Behavior, 28(4), 1307-1314

Wohn, D. Y. (2012). The role of habit in social network game play [PDF]
Communication Research Reports, 29, 74-79.

Wohn, D. Y., & Na, E.-K. (2012). Virtual Item Purchasing Patterns in a Social Game: Differences between high and low spenders [PDF] Proceedings of iConference 2012, poster, ACM Press.

Wohn, D. Y. (2011). Gender and race representation in casual games [PDF]
Sex Roles, 65, 198-207

Wohn, D. Y., Lampe, C., Wash, R., Ellison, N., & Vitak, J. (2011).  The “S” in social network games: Initiating, maintaining, and enhancing relationships [PDF]
In Ralph H. Sprague, Jr. (Ed.), Proceedings of Hawaii International Conference of System Sciences (HICSS), p.1-10. IEEE Computer Society

Wohn, D. Y., Lee, Y., Sung, J., Bjornrud, T. (2010). Building common ground and reciprocity with social network games [PDF]. Proceedings of CHI 2010 Extended Abstracts, p. 4423-28. ACM Press. Microsoft Student Research Competition, 3rd Place.

Sung, J., Bjornrud, T., Lee, Y.,Wohn, D. Y. (2010). Social network games: Audience traits [PDFProceedings of CHI 2010 Extended Abstracts, p. 3649-54. ACM Press.

Wohn, Y. (2009). 3D Virtual World Creates New Genre of Cyber Sex. In G. Bradley & P. Kommers (Eds.) Proceedings of the IADIS International Conference on ICT, Society and Human Beings, pp. 209-212.