Arianna Boldi

Orcid: 0000-0002-2825-3443

According to our database1, Arianna Boldi authored at least 20 papers between 2019 and 2025.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

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Bibliography

2025
Stress in Esports: A Qualitative Study on The Interplay of Player Experiences and Organizational Systems.
Int. J. Hum. Comput. Interact., August, 2025

Designing for transparency: a web job board for e-recruitment to explore job seekers' privacy behaviours.
Behav. Inf. Technol., July, 2025

Ethical Challenges in Video Game Research: Experiences and Reflections.
Interactions, 2025

Playcards, Pasta and Rectangles: Teaching Information Representation and Data Encoding in 4th Grade.
Proceedings of the 30th ACM Conference on Innovation and Technology in Computer Science Education V. 1, 2025

Designing for Healthy Food Practices: Challenges and Opportunities for Changing People's Eating Behavior Using Persuasive Technology.
Proceedings of the Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, 2025

2024
How Do People Ascribe Humanness to Chatbots? An Analysis of Real-World Human-Agent Interactions and a Theoretical Model of Humanness.
Int. J. Hum. Comput. Interact., October, 2024

"Is It Legit, To You?". An Exploration of Players' Perceptions of Cheating in a Multiplayer Video Game: Making Sense of Uncertainty.
Int. J. Hum. Comput. Interact., August, 2024

Playing during a crisis: The impact of commercial video games on the reconfiguration of people's life during the COVID-19 pandemic.
Hum. Comput. Interact., July, 2024

Exploring the impact of commercial wearable activity trackers on body awareness and body representations: A mixed-methods study on self-tracking.
Comput. Hum. Behav., February, 2024

Open Issues in Persuasive Technologies: Six HCI Challenges for the Design of Behavior Change Systems.
Proceedings of the Human-Computer Interaction, 2024

2023
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI.
ACM Trans. Comput. Hum. Interact., December, 2023

Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis.
Int. J. Hum. Comput. Stud., December, 2023

Methodological Challenges, Risks, and Ethical Implications in Game Research.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Collaborating with a Text-Based Chatbot: An Exploration of Real-World Collaboration Strategies Enacted during Human-Chatbot Interactions.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Commercial video games as a resource for mental health: A systematic literature review.
Behav. Inf. Technol., 2022

About the Blurring of Work and Play: Organizational Dynamics Emerging in a First-Person Shooter Videogame.
Proceedings of the Companion Computer Supported Cooperative Work and Social Computing, 2022

"Come on, Guys, Let's Stick Together!": Organizational Dynamics Emerging among Players in a First-Person Shooter Video Game.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

2021
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots.
Int. J. Hum. Comput. Stud., 2021

2020
How can we engage people to map places suitable for the autistic population? A crowdsourced approach.
Proceedings of the Second Symposium on Psychology-Based Technologies, 2020

2019
How to Implement Educational Robotics' Programs in Italian Schools: A Brief Guideline According to an Instructional Design Point of View.
Technol. Knowl. Learn., 2019


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