Publications

* Mentored Student

Social VR
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Maloney, D.*, Freeman, G., & Robb, A. (2021). Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual Reality. The 2021 ACM Interaction Design and Children (IDC) Conference, pp. 69-79.


Freeman, G. & Acena, D.* (2021). Hugging from A Distance: Building Interpersonal Relationships in Social Virtual Reality. The 2021 ACM International Conference on Interactive Media Experiences (IMX, previously TVX), pp. 84-95.


Acena, D.* & Freeman, G. (2021). "In My Safe Space": Social Support for LGBTQ Users in Social Virtual Reality. The 2021 ACM Conference on Human Factors in Computing Systems (CHI'21) Late Breaking Work, pp.1-6.


Maloney, D.*, Freeman, G., & Robb, A. (2021). Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE, pp. 271-277.


Maloney, D*#, Zamanifard, S.*#, & Freeman, G. (2020). Anonymity vs Familiarity: Self-Disclosure and Privacy in Social Virtual Reality. The 2020 ACM Symposium on Virtual Reality Software and Technology (VRST 2020), Article 25, pp. 1-9. Acceptance rate: 26.5%. (#: co-first authors who made equal contribution)


Freeman, G. & Maloney, D.* (2020). Body, Avatar, and Me: The Presentation and Perception of Self in Social Virtual Reality. Proc. ACM Hum.-Comput. Interact. 4, CSCW3, Article 239 (December 2020), 27 pages. https://doi.org/10.1145/3432938


Maloney, D.*, Freeman, G., & Wohn, D. Y. (2020). "Talking without A Voice": Understanding Non-verbal Communication in Social Virtual Reality. Proc. ACM Hum.-Comput. Interact. 4, CSCW2, Article 175 (October 2020), 25 pages. https://doi.org/10.1145/3415246


Maloney, D*, & Freeman, G. (2020). Falling Asleep Together: What Makes Activities in Social Virtual Reality Meaningful to Users. CHI PLAY '20: The 2020 annual symposium on Computer-Human Interaction in Play, pp. 510-521. Acceptance rate: 29.3%.


Maloney, D*, Freeman, G., & Robb, A. (2020). A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality. CHI PLAY '20: The 2020 annual symposium on Computer-Human Interaction in Play, pp.472-483. Acceptance rate: 29.3%.


Maloney, D.*, Freeman, G., & Robb, A. (2020). It Is Complicated: Interacting with Children in Social Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 343-347. IEEE.


Freeman, G., Zamanifard, S.*, Maloney, D.*, & Adkins, A*. (2020). My Body, My Avatar: How People Perceive Their Avatars in Social Virtual Reality. The 2020 ACM Conference on Human Factors in Computing Systems (CHI'20) Late Breaking Work, paper 250, 8 pages.


Zamanifard, S.*, & Freeman, G. (2019). "The Togetherness that We Crave": Experiencing Social VR in Long Distance Relationships. Proceedings of the 2019 ACM Conference on Computer Supported Cooperative Work and Social Computing Companion (CSCW'19 Companion), pp. 438-442.

Redesigning Democratized Technology
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Freeman, G., & McNeese, N. (2021). A Tale of Creativity and Struggles: Team Practices for Bottom-Up Innovation in Virtual Game Jams. Proc. ACM Hum.-Comput. Interact, 5, CSCW1, Article 76 (April 2021), 27 pages. https://doi.org/10.1145/3449150.


Li, L.*, Maloney, D.*, & Freeman, G. (2021). Collaboration, Dedication, and Social Pressure: A Comparative Analysis of Virtual and Face-to-Face Game Jams. The 2021 Hawaii International Conference on System Sciences (HICSS 2021), pp. 2824-2833.


Freeman, G. & Wohn, D.Y. (In press). Streaming Your Identity: Navigating the Presentation of Gender and Sexuality through Live Streaming. Computer Supported Cooperative Work (CSCW): The Journal of Collaborative Computing and Work Practices.


Wohn, D.Y., & Freeman, G.(2020). Audience Management Practices of Live Streamers on Twitch. The 2020 ACM International Conference on Interactive Media Experiences (IMX, previously TVX), pp. 106-116.


Freeman, G., Bardzell, J., Bardzell, S., & McNeese, N. (2020). Mitigating Exploitation: Indie Game Developers' Reconfigurations of Labor in Technology. Proc. ACM Hum.-Comput. Interact. 4, CSCW1, Article 56 (May 2020), 23 pages. https://doi.org/10.1145/3392864 [Best Paper Honorable Mention Award: Top 5%]


Bardzell, J., Freeman, G., Bardzell, S., & Chen, P. Y. (2020). Join.Love: A Sociotechnical Genealogy of the Legalization of Same-Sex Marriage. The 2020 ACM Conference on Human Factors in Computing Systems (CHI'20), paper 476, 13 pages. Acceptance rate: 24%.


Freeman, G., McNeese, N., Bardzell, J., & Bardzell, S.(2020). "Pro-Amateur"-Driven Technological Innovation:Participation and Challenges in Indie Game Development. Proc. ACM Human-Computer Interaction, vol. 4, GROUP, Article 4 (January 2020), 22 pages. https://doi.org/10.1145/33751841


Freeman, G. & McNeese, N. (2019). Exploring Indie Game Development: Team Practices and Social Experiences in A Creativity-Centric Technology Community. Computer Supported Cooperative Work (CSCW): The Journal of Collaborative Computing and Work Practices, 28(3), 723-748.


Freeman, G., Bardzell, J., Bardzell, S., & McNeese, N. (2019). The Innovation ecology: Collaborative information, community support, and policy in a creative technology community. The 2019 iConference. In N.G. Taylor et al. (Eds.), Lecture Notes in Computer Science (LNCS), 11420, pp. 614-624. Springer. Acceptance rate: 30%. [The 2019 Lee Dirks Award for Best Full Research Paper Nomination: Top 5 out of 133]


Freeman, G. , Bardzell, J., & Bardzell, S. (2019). Open Source, open vision: The Makerpro network and the broadening of participation in setting Taiwan's IT vision agenda. Human-Computer Interaction, 34 (5-6), 506-540.


Freeman, G. , Bardzell, S., & Bardzell, J. (2018). Bottom-up imaginaries: The cultural-technical practice of inventing regional advantage through IT R&D. In Proceedings of the 2018 ACM Conference on Human Factors in Computing Systems (CHI'18), paper 325, pp.1-11. New York: ACM. [Best Paper Honorable Mention Award: Top 5%]

Games, Social Media & Live Streaming
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Musick, G.*, Freeman, G., & McNeese, N.J. (2021). Gaming as Family Time: Digital Game Coplay in Modern Parent-Child Relationships. Proc. ACM Hum.-Comput. Interact. 5, CHIPLAY, Article 251 (September 2021), 25 pages. https://doi.org/10.1145/3474678.


Li, L.*, Freeman, G., & Wohn, D. Y. (2021). The Interplay of Financial Exchanges and Offline Interpersonal Relationships through Digital Peer-to-Peer Payments. Telematics and Informatics, vol.63, https://doi.org/10.1016/j.tele.2021.101671.


Musick, G.*, Zhang, R.*, McNeese, N., Freeman, G., & Hridi, A*. (2021). Leveling Up Teamwork in Esports: Understanding Team Cognition in a Dynamic Virtual Environment. Proc. ACM Hum.-Comput. Interact., 5, CSCW1, Article 49 (April 2021), 30 pages. https://doi.org/10.1145/3449123


Li, L.*, & Freeman, G. (2021). Money vs. Social Life: Why People Choose Not to Use Facebook Messenger Payment. The 2021 Hawaii International Conference on System Sciences (HICSS 2021), pp. 4466-4475.


Zhang, R.*, McNeese, N., Freeman, G., & Musick, G.* (2020). "An Ideal Human": Expectations of AI Teammates in Human-AI Teaming. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW3), 1-25.


Rui, Z.*, Freeman, G., & McNeese, N. (2020). Breakups on Social Media: Social Behaviors and Dilemmas. The 2020 ACM Conference on Computer Supported Cooperative Work and Social Computing Late Breaking Work (CSCW'20 Companion), pp.431-435.


Li, L.Y.*, Uttarapong, J.*, Freeman, G., Wohn, D. Y. (2020). Spontaneous, Yet Studious: Esports Commentators' Live Performance and Self-Presentation Practices. Proc. ACM Hum.-Comput. Interact. 4, CSCW2, Article 103 (October 2020), 25 pages. https://doi.org/10.1145/3415174


Li, L.Y.*, Freeman, G., Wohn, D.Y. (2020). Power in Skin: The Interplay of Self-presentation, Tactical Play, and Spending in Fortnite. CHI PLAY '20: The 2020 annual symposium on Computer-Human Interaction in Play, pp.71-80. Acceptance rate: 29.3%.


Anaraky, R.*, Freeman, G., Tallapragada, M., Aragon, O.R., & Knijnenburg, B. (2019). The Dark Side of Social Media: What Makes Some Users More Vulnerable Than Others?. Proceedings of the 2019 ACM Conference on Computer Supported Cooperative Work and Social Computing Companion (CSCW’19 Companion).


Cai, J., Wohn, Y., & Freeman, G. (2019). Who Purchases and Why? Explaining Motivations for In-game Purchasing in the Online Survival Game Fortnite. Proceedings of the 2019 Annual Conference on Computer-Human Interaction in Play (CHI PLAY '19), pp. 291-296. Acceptance rate: 28%


Wohn, D. Y., & Freeman, G. (2019). Live streaming, playing, and money spending behaviors in eSports. Games and Culture.


Wohn, D. Y., Freeman, G. , & McLaughlin, C. (2018). Explaining Viewers' Emotional, Instrumental, and Financial Support Provision for Live Streamers (full paper). In Proceedings of the 2018 ACM Conference on Human Factors in Computing Systems (CHI'18), paper 474, pp. 1-13. Acceptance rate: 31%.


Freeman, G., & Wohn, D.Y. (2018). Understanding Team Formation and Coordination in eSports. Computer Supported Cooperative Work (CSCW): The Journal of Collaborative Computing and Work Practices, 27, 1019-1050.


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 the 2017 Annual Conference on Computer-Human Interaction in Play (CHI PLAY '17) (pp. 435-447). New York: ACM. Acceptance rate: 25.2%.


Freeman, G. , & Wohn, D.Y. (2017). eSports as an emerging research context at CHI: Diverse perspectives on definitions. In 2017 ACM Conference on Human Factors in Computing Systems (CHI'17) Late Breaking Work (pp. 1601-1608) . New York: ACM. Acceptance rate: 35%.