top of page

👉🏼 You can check out my Google Scholar and ResearchGate profiles for a full list of my publications. Thanks!

HCI brings clarity, empathy, and meaningfulness to the technology we build.

Peer-Reviewed Journal Articles

Cao, Y.-F., Mogavi*, R. H., Xia, M., Lo, L. Y.-H., Zhang, X., Lou, M.-J., Nacke, L. E., Wang, Y., & Qu, H. (2025). The Jade Gateway to trust: Exploring how socio-cultural perspectives shape trust within Chinese NFT communities. Proceedings of the ACM on Human-Computer Interaction, 9(CSCW1). 

Hadan, H., Wang, D. M., Mogavi*, R. H., Tu, J., Zhang-Kennedy, L., & Nacke, L. E. (2024). The great AI witch hunt: Reviewers’ perception and (mis)conception of generative AI in research writing. Computers in Human Behavior: Artificial Humans, 2(2), 100095. https://doi.org/10.1016/j.chbah.2024.100095

Mogavi*, R. H., Son, J., Yang, S., Wang, D. M., Choong, L., Alhilal, A., Zhou, P. Y., Hui, P., & Nacke, L. E. (2024). The Jade Gateway to exergaming: How socio-cultural factors shape exergaming among East Asian older adults [Best Paper Honorable Mention Award]. Proceedings of the ACM on Human-Computer Interaction, 8(CHI PLAY), 1–34. https://doi.org/10.1145/3677106

Mogavi*, R. H., Deng, C., Kim, J. J., Zhou, P., Kwon, Y. D., Metwally, A. H. S., Tlili, A., Bassanelli, S., Bucchiarone, A., Gujar, S., Nacke, L. E., & Hui, P. (2023). ChatGPT in education: A blessing or a curse? A qualitative study exploring early adopters’ utilization and perceptions. Computers in Human Behavior: Artificial Humans, 1, 100027. https://doi.org/10.1016/j.chbah.2023.100027

Mogavi*, R. H., Zhang, Y., Haq, E.-U., Wu, Y., Hui, P., & Ma, X. (2022). What do users think of promotional gamification schemes? A qualitative case study in a question answering website [Method Recognition Award]. Proceedings of the ACM on Human-Computer Interaction, 6(CSCW2), 1–34. https://doi.org/10.1145/3555124

Mogavi*, R. H., Haq, E.-U., Gujar, S., Hui, P., & Ma, X. (2022). More gamification is not always better: A case study of promotional gamification in a question answering website. Proceedings of the ACM on Human-Computer Interaction, 6(CSCW2), 1–32. https://doi.org/10.1145/3555553

Mogavi*, R. H., Ma, X., & Hui, P. (2021). Characterizing student engagement moods for dropout prediction in question pool websites. Proceedings of the ACM on Human-Computer Interaction, 5(CSCW1), 1–22. https://doi.org/10.1145/3449086

Heydarian, M., & Mogavi*, R. H. (2012). A new high performance approach: Merging optimal multicast sessions for supporting multisource routing. The Journal of Supercomputing, 63(3), 871–896. https://doi.org/10.1007/s11227-012-0835-1

Peer-Reviewed Conference Papers

Wang, D. M., Cmentowski, S., Mogavi*, R. H., Senthil Nathan, K., Kukshinov, E., Tu, J., & Nacke, L. E. (2025). From solo to social: Exploring the dynamics of player cooperation in a co-located cooperative exergame. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI ’25). https://doi.org/10.1145/3706598.3713937

Tu, J., Kukshinov, E., Mogavi*, R. H., Wang, D. M., & Nacke, L. E. (2025). Designing biofeedback board games: The impact of heart rate on player experience. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI ’25). https://doi.org/10.1145/3706598.3713543

Kukshinov, E., Harley, D., Szita, K., Mogavi*, R. H., MacArthur, C., & Nacke, L. E. (2024). Disembodied, asocial, and unreal: How users reinterpret designed affordances of social VR. In Proceedings of the 2024 ACM Designing Interactive Systems Conference (DIS ’24), 1914–1925. https://doi.org/10.1145/3643834.3661548

Deng, C., Hoffman, J., Mogavi*, R. H., Son, J., Yang, S., & Hui, P. (2024). Which exergame is better for older adults? An exploratory study on user perspectives of virtual reality, ExerCube, and 2D exergames. In Proceedings of the 2024 International Conference on HCI in Games, 161–176. https://doi.org/10.1007/978-3-031-60695-3_11

Yang, S., Tsui, Y. H., Wang, X., Alhilal, A., Mogavi*, R. H., Wang, X., & Hui, P. (2024). From prompt to metaverse: User perceptions of personalized spaces crafted by generative AI. In Companion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing (CSCW Companion ’24), 497–504. https://doi.org/10.1145/3678884.3681897

Zheng, C., Yuan, K., Guo, B., Mogavi*, R. H., Peng, Z., Ma, S., & Ma, X. (2024). Charting the future of AI in project-based learning: A co-design exploration with students. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (CHI ’24). https://doi.org/10.1145/3613904.3642807

Mogavi*, R. H., Hoffman, J., Deng, C., Du, Y., Haq, E.-U., & Hui, P. (2023). Envisioning an inclusive metaverse: Student perspectives on accessible and empowering metaverse-enabled learning. In Proceedings of the Tenth ACM Conference on Learning @ Scale (L@S ’23), 346–353. https://doi.org/10.1145/3573051.3596185

Mogavi*, R. H., Deng, C., Hoffman, J., Haq, E.-U., Gujar, S., Bucchiarone, A., & Hui, P. (2023). Your favorite gameplay speaks volumes about you: Predicting user behavior and hexad type [Best Paper Award]. In Proceedings of the 2023 International Conference on HCI in Games, 210–228. https://doi.org/10.1007/978-3-031-35979-8_17

Yang, S., Gao, Z., Mogavi*, R. H., Hui, P., & Braud, T. (2023). Tangible web: An interactive immersion virtual reality creativity system that travels across reality. In Proceedings of the ACM Web Conference 2023 (WWW ’23), 3915–3922. https://doi.org/10.1145/3543507.3587432

Haq, E.-U., Zhu, Y., Lin, Z., Weng, H., Tyson, G., Lee, L.-H., Mogavi*, R. H., Braud, T., & Hui, P. (2024). Understanding characteristics of catalyst users in the WallStreetBets community. In Proceedings of the 2023 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM ’23), 320–324. https://doi.org/10.1145/3625007.3627595

Mogavi*, R. H., Guo, B., Zhang, Y., Haq, E.-U., Hui, P., & Ma, X. (2022). When gamification spoils your learning: A qualitative case study of gamification misuse in a language-learning app [Best Paper Honorable Mention Award]. In Proceedings of the Ninth ACM Conference on Learning @ Scale (L@S ’22), 175–188. https://doi.org/10.1145/3491140.3528274

Haq, E.-U., Lee, L.-H., Tyson, G., Mogavi*, R. H., Braud, T., & Hui, P. (2023). Exploring mental health communications among Instagram coaches. In Proceedings of the 2022 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM ’22), 218–225. https://doi.org/10.1109/ASONAM55673.2022.10068611

Mogavi*, R. H., Zhao, Y., Haq, E.-U., Hui, P., & Ma, X. (2021). Student barriers to active learning in synchronous online classes: Characterization, reflections, and suggestions. In Proceedings of the Eighth ACM Conference on Learning @ Scale (L@S ’21), 101–115. https://doi.org/10.1145/3430895.3460126

Kwon, Y. D., Mogavi*, R. H., Haq, E.-U., Kwon, Y., Ma, X., & Hui, P. (2020). Effects of ego networks and communities on self-disclosure in an online social network. In Proceedings of the 2019 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining (ASONAM ’19), 17–24. https://doi.org/10.1145/3341161.3342881

Mogavi*, R. H., Gujar, S., Ma, X., & Hui, P. (2019). HRCR: Hidden markov-based reinforcement to reduce churn in question answering forums. In Proceedings of the 16th Pacific Rim International Conference on Artificial Intelligence (PRICAI 2019), 364–376. https://doi.org/10.1007/978-3-030-29908-8_29

rhadimog [At] uwaterloo [Dot] ca

  • alt.text.label.LinkedIn
  • Researchgate
  • Google Scholar

©2023 by Reza Hadi Mogavi. Proudly created with Wix.com

bottom of page