Katie Seaborn
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Interests
Katie Seaborn has a total of 159 co-authors. Here are the top co-authors by number of shared publications:
- Peter Pennefather
Dial, Inc.,Toronto,Canada
6 shared publications - Shruti Chandra
Computer Science, University of Northern British Columbia, Prince George, British Columbia, Canada
6 shared publications - Yijia Wang
Department of Industrial Engineering and Economics, Institute of Science Tokyo, Tokyo, Japan
6 shared publications - Madeleine Steeds
Smurfit Business School, University College Dublin, Dublin, Ireland
5 shared publications - Mizuki Watanabe
Department of Industrial Engineering and Economics, Institute of Science Tokyo, Tokyo, Japan
5 shared publications - Takao Fujii
Department of Industrial Engineering and Economics, Institute of Science Tokyo, Tokyo, Japan
5 shared publications
Latest Publications
- Open Access
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-29
Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)
Players often engage with video games maldaimonically—pursuing self-realization and self-expression through egocentric, destructive, exploitative, or otherwise harmful activities. Despite its recognition as a meaningful and cross-cultural experiential construct in games, no established instrument currently exists to measure the motivations associated with maldaimonic play. To address this gap, we developed the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) to assess player motivations as expressed through maldaimonic gaming activities. Following established scale development procedures, we conducted four iterative item development and initial validation studies, resulting in a 33-item, multidimensional scale encompassing eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits. We found initial support for understanding maldaimonic game experiences as involving established motivational dimensions and maldaimonic dimensions like malicious power-seeking, thereby extending current frameworks of player motivation.
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-29
Open AccessMeasuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)
Players often engage with video games maldaimonically—pursuing self-realization and self-expression through egocentric, destructive, exploitative, or otherwise harmful activities. Despite its recognition as a meaningful and cross-cultural experiential construct in games, no established instrument currently exists to measure the motivations associated with maldaimonic play. To address this gap, we developed the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) to assess player motivations as expressed through maldaimonic gaming activities. Following established scale development procedures, we conducted four iterative item development and initial validation studies, resulting in a 33-item, multidimensional scale encompassing eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits. We found initial support for understanding maldaimonic game experiences as involving established motivational dimensions and maldaimonic dimensions like malicious power-seeking, thereby extending current frameworks of player motivation.
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 176-181
Mapping Out Xジェンダー (X-Jendā / X-Gender) Euphoric Gaming Experiences
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 176-181
Open AccessMapping Out Xジェンダー (X-Jendā / X-Gender) Euphoric Gaming Experiences
- Open Access
- 24 September 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-31
Kawaii Game Vocalics: How Audio and Visual Stimuli Influence Kawaii, Gender, and Age Perceptions of Game Characters
1. “Kawaii” is the Japanese notion of “cute,” a positive adjective that not only describes perceivable features of an object but also expresses a person’s feelings (Nittono, 2022), such as the impr...
- 24 September 2026
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- p. 1-31
Open AccessKawaii Game Vocalics: How Audio and Visual Stimuli Influence Kawaii, Gender, and Age Perceptions of Game Characters
1. “Kawaii” is the Japanese notion of “cute,” a positive adjective that not only describes perceivable features of an object but also expresses a person’s feelings (Nittono, 2022), such as the impr...
- Open Access
- 26 July 2026
- Published by Elsevier in International Journal of Human-Computer Studies
- Vol. 216
Unease, ambivalence, and endured disloyalty in Japanese consumer experiences with dark commercial patterns
- 26 July 2026
- Published by Elsevier in International Journal of Human-Computer Studies
- Vol. 216
Open AccessUnease, ambivalence, and endured disloyalty in Japanese consumer experiences with dark commercial patterns
- Open Access
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Synthetic Persuasion: An Exploratory Pre-Study on User Perception of Computer Voice Persuasiveness
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessSynthetic Persuasion: An Exploratory Pre-Study on User Perception of Computer Voice Persuasiveness
- Open Access
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-5
Validating the Single Item Kawaii Measure
Kawaii is the Japanese instantiation of cuteness. As a multimodal percept theoretically derived from the notion of baby schema, kawaii can be a property of voice and sound, visual appearance and form factor, and movement and expression. However, measuring user perceptions of kawaii remains an open question. In the absence of a validated instrument, a one-item self-report measure has been used extensively, but has not been validated. Here, we report on three types of validity—convergent, known groups, and cross-context—and reliability for the single item measure across nine data sets featuring responses to video game character voices and visual appearances and computer-generated voice assistant voices from N = 967 unique participants. Our results demonstrate initial evidence of the validity of the one-item measure for voice and visual kawaii perceptions. Further rigour can be pursued with novel stimuli, test-retest validation, and concurrent validity against the upcoming multi-item measure of kawaii.
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-5
Open AccessValidating the Single Item Kawaii Measure
Kawaii is the Japanese instantiation of cuteness. As a multimodal percept theoretically derived from the notion of baby schema, kawaii can be a property of voice and sound, visual appearance and form factor, and movement and expression. However, measuring user perceptions of kawaii remains an open question. In the absence of a validated instrument, a one-item self-report measure has been used extensively, but has not been validated. Here, we report on three types of validity—convergent, known groups, and cross-context—and reliability for the single item measure across nine data sets featuring responses to video game character voices and visual appearances and computer-generated voice assistant voices from N = 967 unique participants. Our results demonstrate initial evidence of the validity of the one-item measure for voice and visual kawaii perceptions. Further rigour can be pursued with novel stimuli, test-retest validation, and concurrent validity against the upcoming multi-item measure of kawaii.
- Open Access
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Is ChatGPT Gender-Neutral? Implicit Stereotyping Persists Over Time and With Experience
ChatGPT, a chatbot powered by a large language model (LLM), is used by millions globally. Whether it is perceived as an anthropomorphic agent is currently being mapped out. Notably, the degree and nature of how ChatGPT is gendered remains unclear, despite agent gender cues being known to impact user attitudes and behaviors. ChatGPT, with its natural communication style and minimal gender cues, may offer radical insights on agent gendering. In this online mixed methods study, we invited first-time and experienced users to undertake tasks with ChatGPT. We surveyed their perspectives at two time-points following the interaction. Results indicated that ChatGPT’s communicative abilities correlated with gendered traits and its perceived capabilities reflected gender stereotypes. Our work suggests that ChatGPT is not gender-neutral, with implicit gender stereotyping occurring in the absence of gender cues and regardless of exposure. We advocate for conscientious design interventions to overcome agent-based perpetuation of human stereotypes.
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-16
Open AccessIs ChatGPT Gender-Neutral? Implicit Stereotyping Persists Over Time and With Experience
ChatGPT, a chatbot powered by a large language model (LLM), is used by millions globally. Whether it is perceived as an anthropomorphic agent is currently being mapped out. Notably, the degree and nature of how ChatGPT is gendered remains unclear, despite agent gender cues being known to impact user attitudes and behaviors. ChatGPT, with its natural communication style and minimal gender cues, may offer radical insights on agent gendering. In this online mixed methods study, we invited first-time and experienced users to undertake tasks with ChatGPT. We surveyed their perspectives at two time-points following the interaction. Results indicated that ChatGPT’s communicative abilities correlated with gendered traits and its perceived capabilities reflected gender stereotypes. Our work suggests that ChatGPT is not gender-neutral, with implicit gender stereotyping occurring in the absence of gender cues and regardless of exposure. We advocate for conscientious design interventions to overcome agent-based perpetuation of human stereotypes.
- Open Access
- 14 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 416-430
Dreaming with MAKOTO: Co-Designing an "Older Adult" Voice Assistant Intervention for Implicit Ageism
- 14 June 2026
- Published by Association for Computing Machinery (ACM)
- p. 416-430
Open AccessDreaming with MAKOTO: Co-Designing an "Older Adult" Voice Assistant Intervention for Implicit Ageism
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Bridge Over Troubled Water: Aligning Commercial Incentives With Ethical Design Practice To Combat Deceptive Patterns
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-8
Open AccessBridge Over Troubled Water: Aligning Commercial Incentives With Ethical Design Practice To Combat Deceptive Patterns
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
Radical Gender Neutrality: Agender Euphoria in Gaming and Play Experiences
Agender euphoria is a new term representing the powerful feelings of happiness, joy, and contentment derived from experiences in gender-free embodiments, spaces, and activities. People with and without agender and adjacent identities (e.g., genderless, gender-free, non-binary, gender-apathetic) may have such experiences under the right circumstances. Video games can offer gender minorities a safe haven for gender euphoric experiences. However, the possibility of agender euphoric experiences was unexplored. We considered this overlooked frame of self-actualization with 142 people who identified as having or desiring agender euphoric experiences. Using the critical incident technique (CIT), we uncovered how games and play experiences create (and inhibit) agender euphoria. We surface this experiential phenomenon and provide empirically-grounded criteria for the design of games to elicit agender euphoric experiences for everyone, but especially agender and agender adjacent players. This work adds to the growing critical literatures on marginalized experiences in games research and human-computer interaction.
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
Open AccessRadical Gender Neutrality: Agender Euphoria in Gaming and Play Experiences
Agender euphoria is a new term representing the powerful feelings of happiness, joy, and contentment derived from experiences in gender-free embodiments, spaces, and activities. People with and without agender and adjacent identities (e.g., genderless, gender-free, non-binary, gender-apathetic) may have such experiences under the right circumstances. Video games can offer gender minorities a safe haven for gender euphoric experiences. However, the possibility of agender euphoric experiences was unexplored. We considered this overlooked frame of self-actualization with 142 people who identified as having or desiring agender euphoric experiences. Using the critical incident technique (CIT), we uncovered how games and play experiences create (and inhibit) agender euphoria. We surface this experiential phenomenon and provide empirically-grounded criteria for the design of games to elicit agender euphoric experiences for everyone, but especially agender and agender adjacent players. This work adds to the growing critical literatures on marginalized experiences in games research and human-computer interaction.