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CHI '26 · Best paper · full-paper review · confidence high

When Plants Play: Rethinking Plant Materiality in Digital Games

Yoonji Lee , Chang Hee Lee

A standout contribution here is not just the plant-controlled game artifact, but the careful demonstration that removing human control can still produce meaningful play. The paper shows how observers reinterpret slowness, unpredictability, and biological rhythm as signs of agency, while also being appropriately explicit about the narrow deployment conditions and limits on generalization.


Axes Lens

Rare contribution shape, typical evidence profile. The point here is not a score. It is to show what kind of claim the paper makes, and whether the evidence pattern is unusual or baseline in this 268 -review set.

Contribution shape

Knowledge form
generative knowledge typical · 35/268
Novelty type
artifact typical · 20/268
Abstraction level
system typical · 61/268
Generalization target
design family typical · 38/268
Validation mode
field deployment typical · 9/268

Evidence profile

Evidence strength
strong typical · 158/268
Claim alignment
strong typical · 231/268
Overclaim risk
low typical · 53/268

Review Summary

This paper is compelling because it does more than present a quirky plant interface. It makes a sharper conceptual move: it reassigns the role of player to a living plant and asks what kinds of interpretation, frustration, and attachment emerge when humans are displaced into the role of observers. That is a meaningful departure from the usual use of plants in HCI and games, where they are typically decorative, symbolic, or instrumentalized as sensors. The artifact contribution is clear in the system design itself, which translates bioelectrical signals, environmental data, and circadian rhythms into pet-care actions. Just as important, the empirical contribution is well matched to the claim. Rather than trying to prove universal effects, the authors deploy the system in a public exhibition and study how visitors make sense of it in situ. The resulting findings are interesting because they show a transition: people first search for hidden control, then gradually accept the plant's slow and unpredictable behavior as meaningful gameplay, and eventually form emotional connections with both plant and pet. That progression gives the paper value beyond novelty theater. It suggests a design pattern for more-than-human systems in which ambiguity and nonhuman temporality are not bugs to be corrected but resources for interpretation. The paper is also commendably careful about scope. The authors explicitly acknowledge the short four-day deployment, the small interview sample, the pet-simulation genre's framing effects, limited exposure to full day-night rhythms, and the use of a single species and sensor setup. So the strongest reading is not that the paper establishes broad truths about all plant-driven games, but that it offers a well-executed exemplar and a credible set of design implications for future systems that center living material agency.

What Changed

Canon before

In digital games, plants have typically been positioned as passive elements such as decorative objects, symbolic representations, or simple input sensors, rather than as active participants or players driving game mechanics. The dominant baseline assumes human players as the sole agents and plants as environmental or supportive features without autonomous gameplay roles.

Departure from common sense

This paper breaks common sense by positioning a living plant as the sole active player in a digital game system, overturning the assumption that plants in games are passive or ancillary. It removes direct human control, instead allowing the plant's bioelectrical, environmental, and circadian signals to autonomously perform in-game caregiving actions, thus recentering agency around the nonhuman plant rather than humans.

Actual novelty

The paper makes a novel contribution by designing and implementing Plant.play(), a digital pet-simulation game system where a living plant, through its bioelectrical signals and environmental interactions, acts as the sole player. It empirically studies human observer interpretations of plant-driven gameplay in an in-the-wild exhibition, revealing new insights about interpretive engagement, emotional connection, and perceptions of nonhuman agency in digital games. It also offers design implications for future plant–digital game systems embracing materiality and more-than-human perspectives.

Evidence

The paper grounds its contribution in a designed artifact and a real deployment. It introduces Plant.play() as a system where a living plant plays a pet-simulation game through bioelectrical, environmental, and circadian inputs, then studies the installation in a four-day exhibition using observation and twelve semi-structured interviews. The evidence is persuasive for claims about how people interpreted plant-driven play in this setting, but the authors explicitly limit broader generalization because of the short exhibition, genre framing, partial day-cycle exposure, and reliance on one plant species and sensor configuration.

“We present Plant.play(), in which a living plant plays a digital pet-simulation game through its bioelectrical signals, environmental data, and circadian rhythms.”

actual novelty · 3 Design of Plant.play() · confidence 0.98

“Among various living materials, plants are particularly accessible to researchers, as they transform at a human-observable scale and their care requirements—light, water, temperature—are familiar. For these reasons, plants often appear in digital games as virtual representations [11] and as physical inputs [90]. Nevertheless, they are usually positioned as passive”

departure from common sense · 1 Introduction · confidence 0.97

“Our study took place during a four-day public exhibition, with twelve interviewed participants and additional observational notes. While this setting offered rich, situated insights, the constrained time frame and limited sample size restrict how fully we can generalize plant-driven gameplay to everyday contexts”

limitation · 7 Limitations and Future Work · confidence 0.99

“ Our aim was twofold: first, to investigate how people make sense of encountering a plant as the sole player in a digital game; and second, to examine how these interpretations can inform future design considerations for plant–computer interactions”

validation scope · 4 Study Design · confidence 0.97

Limits

Method limits

The study is limited by a four-day exhibition, twelve interviewed participants, and observational field notes rather than broader longitudinal evidence. The authors also note that exhibition hours overlapped mostly with the plant's active phase, limiting exposure to contrasts between active and rest states.

Deployment limits

The deployment was a temporary public exhibition installation using a pet-simulation framing, a single plant species, and a specific sensor configuration. Results may differ in homes, classrooms, semi-public settings, other genres, or with other plants and biological systems.

Boundary conditions

The findings are most applicable to plant-driven digital game systems that deliberately remove direct human control and invite interpretation of slow, unpredictable, materially grounded behavior. They depend on a setting where observers can watch over time, on mappings from plant signals into gameplay, and on genre choices that shape how agency, care, and meaning are perceived.

Position in field

This work extends more-than-human HCI and plant-computer interaction into digital games by treating the plant not as interface ornament or passive sensor but as the primary player. Its main contribution is a generative system example plus empirical insight into how observers interpret nonhuman agency, material temporality, and emotional attachment in gameplay.

Abstract