CfP: Workshop on The False Dichotomy between Positive and Negative Affect in Game Play (@CHIPlay2015)

The CHI PLAY 2015 False Dichotomy Workshop focuses on the range of
valence in games and invites experts from across fields to contribute to
our understanding of the interplay between positive and negative affect
within play. The workshop goals are to investigate the interplay between
positive and negative affect, identify gaps in our knowledge, determine
future research directions, and build the community of people interested
in the false dichotomy between positive and negative affect in games.
The workshop will consist of a brief introduction game, followed by
group brainstorming, small group interaction, and a closing plenary

CHI PLAY 2015 Workshop on The False Dichotomy between Positive and
Negative Affect in Game Play – Oct 4, 2015, London, England


Important Dates

Aug 31, 2015: Submissions deadline
Sep 4, 2015: Acceptance notification
Oct 4, 2015: Workshop

Call for Participation

Most of the time games make us happy, but sometimes they are frustrating
or make us feel sad. They allow us to experience pleasure, success and
joy, but they can also yield feelings of frustration, failure, or sorrow
from darker themes. In games, we can experience the full range of
emotions – both positive and negative.

While a positive experience is often the goal, there are many ways in
which negative affect can enhance play. First, the almost masochistic
experience of failure and frustration within play can lead to intense
positive feelings when overcome. Second, negative emotional experiences,
such as feeling uncomfortable, guilty, or sad can also provide
additional emotional range that is valued by players. Third, a number of
games have emerged in recent years that encourage players to think about
difficult or challenging issues that are unlikely to engender positive


Participants are invited to submit a 2 to 4-page position paper (SIG CHI
extended abstracts format). We solicit position papers on the following:

– Emotional experiences in games, including uncomfortable ones.
– Gaps in our understanding of the affective experience in games.
– When and why negative experiences are sought by players.
– The pleasure of failure in games.
– The use of negative affect in serious games.
– Ethical issues surrounding designing for negative experiences.
– Others topics and issues relevant to the affective/emotional
experience in games.

Participants are asked to submit their proposals via EasyChair (see
workshop website) by Aug 31, 2015. A short biography of the author(s)
attending the workshop needs to be included (100-150 words). Submission
will be peer-reviewed and the organizing committee will select up to 20
participants according to relevance, quality of results, and research
diversity. If accepted, at least one author must register for the
workshop and for one or more days of the conference. Papers will also be
compiled on the workshop website.



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