2025

Press Start to Continue: A Thematic Analysis of the Iterative Process of Hardcore Players with Disabilities Adapting to Gameplay Difficulties

Authors: Eunbyul Park, Jihun Chae, Karam Eum, Eunhye Choi, Hyunyoung Oh, Young Yim Doh


Abstract:

Playing video games can empower players with disabilities by providing them opportunities for connection, achievement, and cultural participation. However, as they continue playing, they need to devise alternative ways to access inaccessible game goals and manage social demands from multiplayer games. This study investigated how players with disabilities navigate these difficulties by analyzing interviews with five hardcore players with disabilities. The findings emphasize the critical role of available resources, including accessibility features, inclusive design supporting experimentation, and robust community support in enabling players to continue playing. To do so, players adapted to game-related difficulties through an iterative process of employing coping strategies using available resources. The findings highlight the importance of game environment, social, and cultural resources in supporting participants' continued gameplay and provide related insights.


Conference: The ACM CHI conference on Human Factors in Computing Systems**,** will be presented in ****2025.04.30

RAG-Enhanced LLM Chatbot for Game Accessibility: Development and Evaluation of GAIA

Authors: Hyunyoung Oh, Karam Eum, Eunbyul Park, Jihun Chae, Junsuk Seo, Eunhye Choi, Young Yim Doh


Abstract:

This study explores the potential of conversational AI as a personalized support tool for novice gamers by developing and evaluating GAIA (Game AI Assistant), a Retrieval-Augmented Generation (RAG)-enhanced Large Language Model (LLM) chatbot. GAIA is a Discord-based chatbot designed to assist beginners in Street Fighter 6, providing real-time gameplay support. To develop GAIA, we constructed a custom database using web-crawled and manually curated data, which was then integrated into the LLM using RAG. The chatbot’s performance was evaluated by comparing its generated responses with expected answers using ROUGE-1 and RDASS metrics. The results indicate that GAIA provides relatively accurate responses for well-structured input queries requiring clear action steps or specific input commands. However, limitations were observed, such as generating irrelevant responses or hallucinated information unrelated to the database. These findings highlight the necessity for real-user evaluations and adaptive response-generation improvements using conversation history to enhance GAIA’s accuracy and reliability.


Conference: The HCI Society of Korea**,** presented in ****2025.02.11

2024

Prompting-Based LLM Framework for Ethical Decision-Making in the Trolley Dilemma: Embedding Hofstede's Cultural Dimensions Theory (PLETH)

Authors: Eunhye Choi, Jihun Chae, Young Yim Doh


Abstract:

This paper proposes a framework combining prompt engineering for Large Language Models (LLMs) with Hofstede’s Cultural Dimensions Theory to examine how cultural contexts influence ethical decision-making, such as in the trolley dilemma. By embedding cultural profiles into prompts and evaluating outputs based on coherence, consistency, ethical acceptability, and cultural relevance, the study shows that incorporating cultural dimensions improves LLMs' cultural sensitivity and enhances AI's capability in ethical decision-making.


Conference: The 11th Joint Conference of Korean Artificial Intelligence Association**,** presented in ****2024.11.22

GAIA: A Game AI Assistant Service Framework Integrating Problem-Solving and Emotion Regulation Strategies

Authors: Karam Eum, Eunbyul Park, Jihun Chae, Young Yim Doh


Abstract:

This paper presents the GAIA (Game AI Assistant) service framework, a hybrid game AI assistant designed to provide problem-solving and emotion regulation strategies that players can utilize to overcome challenges during gameplay. GAIA aims to identify the difficulties players encounter and offer appropriate solutions or emotion regulation strategies, thereby enhancing the player's ongoing gaming experience.


Conference: Korea Computer Graphics Society**,** presented in ****2024.07.11

Games as a New Social Media: Analysis of Fortnite Players’ Social Participation Experience

Authors: Karam Eum, Seokjun Kang, Pooseung Koh, Seyeon Lee, Young Yim Doh


Abstract:

Despite Fortnite's various experimental attempts and popularity, domestic research on Fortnite players' experiences is rare. In this study, we conducted and analyzed in-depth interviews with Fortnite players to examine their social participation activities and perceptions. As a result of the study, players perceived Fortnite as three types of social spaces: 'a place for skill improvement', 'a place for forming consensus', and 'a place for exchange and connection'. Through this, Fortnite itself functions as a social media where knowledge, information, and emotions are shared between different users, and at the same time, metagame activities linked to Fortnite are actively taking place centering on game broadcasts and Discord, contributing to social game play. It was confirmed that the radius was expanding.


Conference: Korean Game Society**,** presented in ****2024.05.31

Player Loyalty Experience to Animal Crossing: New Horizons: A Comparative Analysis between English-Speaking and Korean Players

Authors: Hyunyoung Oh, Junsuk Seo, Young Yim Doh


Abstract:

This study compared and analyzed players' loyalty experiences for the successful game intellectual property (IP) of Animal Crossing (2020) across two cultures (English and Korean). Data was collected through web crawling and player loyalty experiences were analyzed using theme analysis methods. The results of the study show that there are cultural differences in successful IP in two dimensions of loyalty experience: attitudinal attachment and active participation. English-speaking players formed attitudinal attachment through connections with other people, while Korean-speaking players formed attitudinal attachment based on their preferences for characters. English-speaking players actively participated in self-expression activities, and Korean-speaking players actively participated in strategy sharing activities. This study emphasizes the need to understand and reflect differences in consumer behavior across cultures when trying to understand player loyalty to game IP.


Conference: Korean Game Society**,** presented in ****2024.05.31

Challenges and Opportunities of Game NPC Research Using LLM: A Scoping Review

Authors: Eunbyul Park, Jihun Chae, Kirak Kim, Hyung Wook Yi, Maryam Khalid Lootah, Young Yim Doh


Abstract:

This study aims to identify current challenges and future opportunities by analyzing the latest research trends on game NPCs (Non-Player Characters) using LLM (Large Language Model). In particular, we sought to understand how NPCs using LLM could contribute to the game experience. We conducted a topical literature review of research trends focused on improving NPC design and player-player interaction using in-game LLM, targeting papers published over the past year. As a result, technical, design, and evaluative challenge elements that appear in NPC design were identified and classified, and problems in the current use of LLM in games were derived. Furthermore, the possibility of expanding game NPC research using LLM and future research directions were discussed.


Conference: Korean Game Society**,** presented in ****2024.05.31

2023

Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective

Authors: Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh


Abstract:

Understanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players’ lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13–25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games’ roles changed according to their life stages: “Establishing Healthy Self in Family”, “Navigating Peer Culture”, and “Preparing Adult Life”. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP.


Conference: Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), published in ****2023.10 [Link]