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Yubo Kou

Publications and source records attributed to Yubo Kou.

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Gaming Together on Discord: Teen Gamer's Cross-Platform Practices

Discord is one of the most popular communication platforms among gamers. While prior research has highlighted its role in community building, relatively little attention has been paid to its original gaming context-how it shapes gameplay and social experiences. To address this gap, we conducted semi-structured interviews with 16 teenage Discord users. Through reflexive thematic analysis, we show how players leverage Discord to create more collaborative and socially enriched experiences that extend beyond the game itself. However, gaming together on Discord also resulted in social and security risks. We conceptualize gaming together on Discord as a cross-platform practice that extends gameplay beyond a game and supports players' social needs. Additionally, cross-platform practice also introduces the 'platform gap,' where fragmented governance between platforms exposed players to risks. To address this tension, we propose design implications aimed at bridging the platform gap, strengthening communication channels, and supporting safer gaming experiences.

cs.HC

Children's Online Safety Risks and Ethical Considerations in XR Games

Emerging extended reality technologies are reshaping how children play, learn, and socialize. Yet, they also present serious safety risks. Gaming, a primary form of entertainment for children, is also one of the key applications of XR. While XR platforms offer immersive and engaging gaming experiences, recent news has highlighted safety concerns such as car accidents, lower judgment for real-world situations, and exposure to disturbing content like virtual rape. This research examines how XR game design may lead to online safety risks for children. Through analysis of player forums, game developer forums, and interviews with child players, we identify harmful XR design patterns, explore how developers collaboratively generate and implement risky game ideas, and document children's firsthand experiences of online safety risks. Existing ethical frameworks often fail to address the immersive and socially dynamic nature of XR games. We advocate for a child-centered, design-aware approach to ethical considerations in XR games, urging platforms and policymakers to prioritize children's developmental needs. Our work aims to help shape safer, more inclusive XR environments through research and cross-sector collaboration.

cs.HC

Teen Vigilance: Navigating Risky Social Interactions on Discord

Teenagers are avid users of Discord, a fast growing platform for synchronous communication where they often interact with strangers. Because Discord combines private DMs, semi-private voice channels, and public servers in one place, it creates a hybrid environment that can produce complex and underexplored safety risks for teenagers. Drawing on 16 interviews with teenage Discord users, this study examines their strategies for navigating risky social interactions in the platform. Our findings reveal that when teenagers encounter risks during social interactions, they exercise vigilance by evaluating suspicious interactions before forming friendships, using safety tools, and engaging in controlled risk-taking to safeguard their privacy and security. At the community level, they mitigate risks through selective participation in servers, a practice supported by vigilant governance structures. We discuss how vigilance enables teenagers to act during risky encounters to protect themselves, advancing understanding of teenagers' agency in risk navigation and informing teen-centered designs for safer online environments.

cs.HC

Improving Family Co-Play Experiences through Family-Centered Design

Cooperative play (co-play) is often positioned as a family-beneficial practice that can strengthen parent-child bonds and support parental mediation in games. Yet co-play in user-generated virtual worlds (UGVWs) can be disrupted by real-time harms that parents cannot easily prevent. Roblox, a platform with millions of user-generated virtual worlds and a large child player base, illustrates this challenge. Prior work on harmful UGVW design highlights risks beyond content problems, including manipulative monetization prompts, unmoderated social interactions, emergent in-world behaviors, and narrative designs that may normalize harmful ideologies. Current governance and moderation approaches, largely adapted from social media, focus on static artifacts and often fail to capture interactive and emergent harms in virtual worlds. This workshop paper asks: how might UGVWs and their platforms be designed to minimize harms that specifically impair family co-play experiences?

cs.HC

Understanding and Mitigating Harmful Design in User-Generated Virtual Worlds

Virtual space offers innovative ways for individuals to engage with one another in a digital setting. Prominent virtual social platforms, such as Facebook Spaces, VR Chat, and AltspaceVR, facilitate social connections, allowing users to interact seamlessly. Additionally, certain video games, like Second Life and World of Warcraft, are set within these virtual spaces as well, providing immersive player experiences. As the popularity of virtual space grows, various companies have begun to democratize the process of creating these spaces, shifting the development from skilled professionals to hobbyist creators. Platforms like Minecraft, Roblox, and RecRoom enable users to create and publish their own virtual environments, hosting a wide range of interactions and narratives. This shift echoes the rise of user-generated content, where content creators create and publish content on platforms, such as social media platforms [6]. For example, YouTubers upload videos on YouTube and Reddit users post text-based content on Reddit. For a long time, user-generated content has predominantly contained text, videos, and images. However, with the emergence of virtual spaces, some platforms now allow creators to create and publish their own virtual spaces, leading to the emergence of user-generated virtual worlds.

cs.HC

"At the end of the day, I am accountable": Gig Workers' Self-Tracking for Multi-Dimensional Accountability Management

Tracking is inherent in and central to the gig economy. Platforms track gig workers' performance through metrics such as acceptance rate and punctuality, while gig workers themselves engage in self-tracking. Although prior research has extensively examined how gig platforms track workers through metrics -- with some studies briefly acknowledging the phenomenon of self-tracking among workers -- there is a dearth of studies that explore how and why gig workers track themselves. To address this, we conducted 25 semi-structured interviews, revealing how gig workers self-tracking to manage accountabilities to themselves and external entities across three identities: the holistic self, the entrepreneurial self, and the platformized self. We connect our findings to neoliberalism, through which we contextualize gig workers' self-accountability and the invisible labor of self-tracking. We further discuss how self-tracking mitigates information and power asymmetries in gig work and offer design implications to support gig workers' multi-dimensional self-tracking.

cs.HC

The Medical Authority of AI: A Study of AI-enabled Consumer-facing Health Technology

Recently, consumer-facing health technologies such as Artificial Intelligence (AI)-based symptom checkers (AISCs) have sprung up in everyday healthcare practice. AISCs solicit symptom information from users and provide medical suggestions and possible diagnoses, a responsibility that people usually entrust with real-person authorities such as physicians and expert patients. Thus, the advent of AISCs begs a question of whether and how they transform the notion of medical authority in everyday healthcare practice. To answer this question, we conducted an interview study with thirty AISC users. We found that users assess the medical authority of AISCs using various factors including automated decisions and interaction design patterns of AISC apps, associations with established medical authorities like hospitals, and comparisons with other health technologies. We reveal how AISCs are used in healthcare delivery, discuss how AI transforms conventional understandings of medical authority, and derive implications for designing AI-enabled health technology.

cs.HC

Mediating Community-AI Interaction through Situated Explanation: The Case of AI-Led Moderation

Artificial intelligence (AI) has become prevalent in our everyday technologies and impacts both individuals and communities. The explainable AI (XAI) scholarship has explored the philosophical nature of explanation and technical explanations, which are usually driven by experts in lab settings and can be challenging for laypersons to understand. In addition, existing XAI research tends to focus on the individual level. Little is known about how people understand and explain AI-led decisions in the community context. Drawing from XAI and activity theory, a foundational HCI theory, we theorize how explanation is situated in a community's shared values, norms, knowledge, and practices, and how situated explanation mediates community-AI interaction. We then present a case study of AI-led moderation, where community members collectively develop explanations of AI-led decisions, most of which are automated punishments. Lastly, we discuss the implications of this framework at the intersection of CSCW, HCI, and XAI.

cs.HC