Ben Kirman

Orcid: 0000-0002-4087-5798

According to our database1, Ben Kirman authored at least 60 papers between 2007 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Identifying the Developmental Challenges of Creating Virtual Reality Theatre: This paper reports on the identified challenges of creating virtual reality theatre from the practitioner's perspective.
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences, 2023

2022
I Just Can't Believe These are not Fictitious: Vivifying design examples through narratives populated by existing artefacts.
Proceedings of the 25th International Academic Mindtrek conference, 2022

Inscrutable Games: How Players Respond to Illegible or Opaque Game Design.
Proceedings of the 25th International Academic Mindtrek conference, 2022

"The game doesn't judge you": game designers' perspectives on implementing failure in video games.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

2021
Lessons From One Future of Work: Opportunities to Flip the Gig Economy.
IEEE Pervasive Comput., 2021

Wait, But Why?: Assessing Behavior Explanation Strategies for Real-Time Strategy Games.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021

"Slow down and look": Desirable aspects of failure in video games, from the perspective of players.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021


2020


Let's start talking the walk: Capturing and reflecting on our limits when working with gig economy workers.
Proceedings of the ICT4S 2020: 7th International Conference on ICT for Sustainability, 2020

Social Icebreakers Everywhere: A Day In The Life.
Proceedings of 18th European Conference on Computer-Supported Cooperative Work, 2020

What's Your Problem with the Dog Internet?
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Imagining the Cool-ag: Or, Freedom Considered Harmful.
Proceedings of the Halfway to the Future Symposium 2019, 2019

The future of techno-disruption in gig economy workforces: challenging the dialogue with fictional abstracts.
Proceedings of the Halfway to the Future Symposium 2019, 2019

2018
Reorienting Geolocation Data Through Mischievous Design.
Proceedings of the Funology 2 - From Usability to Enjoyment, Second Edition, 2018

Playful Research Fiction: A Fictional Conference.
Proceedings of the Funology 2 - From Usability to Enjoyment, Second Edition, 2018

The futures of computing and wisdom.
Proceedings of the 10th Nordic Conference on Human-Computer Interaction, Oslo, 2018

"Grand Visions" for Post-Capitalist Human-Computer Interaction.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Counter-Discourse Activism on Social Media: The Case of Challenging "Poverty Porn" Television.
Comput. Support. Cooperative Work., 2017

The role of social media in artisanal production: a case of craft beer.
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017

"Could You Define That in Bot Terms"?: Requesting, Creating and Using Bots on Reddit.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

MC Hammer Presents: The Hammer of Transformative Nostalgification - Designing for Engagement at Scale.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Power, participation, and the dog internet.
Interactions, 2016

Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts.
Int. J. Hum. Comput. Stud., 2016

2015
"After All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Exploring Twitter as a Game Platform; Strategies and Opportunities for Microblogging-based Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Dendrogram Visualization as a Game Design Tool.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Games Against Health: A Player-Centered Design Philosophy.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Problematising Upstream Technology through Speculative Design: The Case of Quantified Cats and Dogs.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Learning curves: analysing pace and challenge in four successful puzzle games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Alternate endings: using fiction to explore design futures.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Never mind the bollocks, i wanna be anarCHI: a manifesto for punk HCI.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Fifty shades of CHI: the perverse and humiliating human-computer relationship.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
CHI and the future robot enslavement of humankind: a retrospective.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Attack on the Clones: Managing Player Perceptions of Visual Variety and Believability in Video Game Crowds.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

BOLLOCKS!! Designing Pervasive Games That Play with the Social Rules of Built Environments.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security.
Pers. Ubiquitous Comput., 2012

Get lost: facilitating serendipitous exploration in location-sharing services.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Playful networks : measuring, analysing and understanding the social effects of game design.
PhD thesis, 2011

"I Can Haz Emoshuns?"-Understanding Anthropomorphosis of Cats among Internet Users.
Proceedings of the PASSAT/SocialCom 2011, Privacy, 2011

Social Architecture and the Emergence of Power Laws in Online Social Games.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

Practical, appropriate, empirically-validated guidelines for designing educational games.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Social game studies at CHI 2011.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Power ballads: deploying aversive energy feedback in social media.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Emergence and playfulness in social games.
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, 2010

Motivating physical activity at work: using persuasive social media for competitive step counting.
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, 2010

Blowtooth: pervasive gaming in unique and challenging environments.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Tagliatelle: social tagging to encourage healthier eating.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Improving social game engagement on facebook through enhanced socio-contextual information.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

There's a monster in my kitchen: using aversive feedback to motivate behaviour change.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Developing a serious game to evaluate and train group decision making skills.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Mario, Luigi and Dave: the effect of language on the social structure of a bilingual online mobile game.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009

Hardcore Classification: Identifying Play Styles in Social Games Using Network Analysis.
Proceedings of the Entertainment Computing, 2009

Gaming On and Off the Social Graph: The Social Structure of Facebook Games.
Proceedings of the 12th IEEE International Conference on Computational Science and Engineering, 2009

Familiars: representing Facebook users' social behaviour through a reflective playful experience.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Socially respectful enjoyment tracking for tabletop games.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
The gopher game: a social, mobile, locative game with user generated content and peer review.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007


  Loading...