Below is a list of my academic publications. If you're curious about the work but not in the mood to dive into full papers, I’ve added a TLDR under each one, just open the dropdown to get a quick overview of the key ideas.
Conference Papers
[C7] Sam Moradzadeh, Jeffrey Seihoon Oh, Xinning Gui, Yubo Kou. 20245. Fake Game but Real Play: Exploring Player Motivations and Coping Strategies with Fake Games. Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY’ 2025)
DOI: TBD
Why do people still play mobile games they know are fake? We interviewed 30 players to find out. Some were curious, some just wanted something easy to pass the time. Others found ways to cope with the misleading ads and janky gameplay, like adapting their expectations or finding fun in unexpected ways. Our study shows that fake games aren’t just bad copies, they’re part of a unique, messy ecosystem shaped by ads, app stores, and player habits.
[C6] 🏅 Sam Moradzadeh, Yubo Kou. 2024. “Wow another fake game from YouTube ad “: Unpacking Fake Games Through a Mixed-Methods Investigation. Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY’ 2024) (Best Paper Honorable Mention)
DOI: 10.1145/3677115
What exactly makes a mobile game fake, and how do players spot it? We ran two studies: one analyzing how fake games are structured, and another digging into player reviews. We found five common ways games mislead players (like showing one thing in ads and delivering another in-game). These “misalignments” help users decide when a game crosses the line into fakery. We also unpack how this fakeness spreads and why it’s hard to regulate, offering design ideas to help players and platforms push back.
[C5] Zinan Zhang, Sam Moradzadeh, Andrew Woan, Yubo Kou. 2024. Toxicity by Game Design: How Players Perceive the Influence of Game Design on Toxicity. Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2024) (Published)
DOI: 10.1145/3677110
Toxic behavior in online games isn’t just about bad players, it can also be shaped by game design itself. We interviewed players to understand how certain features (like forced team play, unfair mechanics, or poor chat systems) can fuel toxic experiences. Players shared how these design choices made them feel vulnerable or frustrated. We highlight four key design factors that may unintentionally invite toxicity and offer ideas on how to build safer, more respectful game environments.
[C4] 🏅 Zinan Zhang, Sam Moradzadeh, Xinning Gui, Yubo Kou. 2024. Harmful Design in User-Generated Games and its Ethical and Governance Challenges: An Investigation of Design Co-Ideation of Game Creators on Roblox. Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2024) (Best Paper Honorable Mention)
DOI: 10.1145/3677076
Platforms like Roblox let users build their own games, but some of those games cross ethical lines. We looked at how creators in a Roblox community brainstorm game ideas, including ones with harmful or controversial themes. We found that some creators actively discuss how to push boundaries, bypass moderation, and develop risky content. Our study highlights the need for better design support and ethical guidance to help creators build safer, more responsible games.
[C3] Yubo Kou, Sam Moradzadeh, Xinning Gui. 2024. Trading as Gambling: Social Investing and Financial Risks on the r/WallStreetBets subreddit. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2024 (CHI 2024)
DOI: 10.1145/3613904.3642768
What happens when stock trading turns into internet culture? We analyzed YOLO posts on the r/WallStreetBets subreddit to understand how people talk about money and risk online. We found that users often treat trading like gambling, celebrating big wins, laughing off losses, and encouraging high-risk behavior. These social dynamics can influence how people, especially vulnerable groups, approach financial decisions. Our study calls for more thoughtful design and policy around social investing platforms.
[C2] Farzaneh Oghazian, Sam Moradzadeh, and Felecia Davis. “An Investigation on Formfinding of Knitted Tensioned Structures.” In Conference: Association for Computer Aided Design in Architecture: Hybrids & Haecceities, ACADIA, 2022.
DOI: 9798986080581
This project explored how different simulation tools (Kangaroo2, Kiwi!3D, K2 Engineering) handle the complexity of knitted tensioned structures in architectural design. Working across these tools taught me how to balance accuracy, iteration speed, and material behavior, an approach that still informs how I prototype and evaluate interactive systems today, especially when navigating tool constraints and system complexity.
[C1] Sam Moradzadeh, and Ahad Nezhad Ebrahimi. “3D Aperiodic Girih Tiles." Bridges 2020 Conference Proceedings. Tessellations Publishing, 2020.
Link
This project reimagines geometric patterns by transforming them from flat, 2D designs into 3D forms using aperiodic symmetry. Drawing from historical methods like Polygons in Contact (PIC) and Penrose tiling, we developed new techniques across four families of patterns. The work bridges traditional aesthetics with contemporary design needs, highlighting how cultural geometry can inspire modern, spatially rich design systems.
Journal Articles
[J3] Sam Moradzadeh, Zinan Zhang, Xinning Gui, Yubo Kou. The State of Video Game Research in Computer-Supported Cooperative Work – A Systematic Literature Review. Computer Supported Coop Work (2025)
DOI: 10.1007/s10606-025-09519-z
We reviewed 25 years of CSCW research to understand how video games have been studied as sites of collaboration. Analyzing 67 papers, we uncovered key themes, research trends, and six unique facets of collaborative work that games reveal. Our findings show that video games aren’t just play, they’re rich sociotechnical environments that challenge and expand how we think about cooperation, making them a valuable (but still underused) space in CSCW. We also highlight gaps and future directions for researchers studying social interaction in games.
[J2] Sam Moradzadeh, and Ahad Nezhad Ebrahimi. “Geometric Patterns in Higher Dimensions." NEXUS NETWORK JOURNAL (2020).
DOI: 10.1007/s00004-020-00486-0
This study explores how traditional geometric patterns can be extended from 2D into 3D (and beyond) using new methods of tessellation. We applied two historical design approaches, Polygons in Contact (PIC) and point-joined methods, to create complex, three-dimensional structures called interior polyhedral stellations. Each method has strengths: PIC works well for intricate forms, while point-joined is better for regular structures. Together, they open up new possibilities for blending historical geometry with modern architectural and artistic design.
[J1] Sam Moradzadeh, and Ahad Nezhad Ebrahimi. “The point-joined techniques in geometric patterns in Iran" Symmetry: Culture and Science 31.2 (2020): 199-221.
DOI: 10.26830/symmetry_2020_2_199
This paper investigates how geometric patterns were constructed using the point-joined method. Drawing from historical documents, interviews, and architectural scrolls, we compare point-joined and polygonal techniques, highlighting their different strengths. A key focus is the Darb-i-Imam shrine, where we explore how its dual-level design reflects quasi-periodic order. The study connects traditional craftsmanship with mathematical patterning and calls for further research into symmetry across Islamic art and architecture.