Ioanna Iacovides

Orcid: 0000-0001-9674-8440

Affiliations:
  • University of York, UK
  • The Open University, London, UK
  • University College London, UK
  • The Open University, Milton Keynes, UK


According to our database1, Ioanna Iacovides authored at least 34 papers between 2009 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2023
"Conversations with pigeons": Capturing Players' Lived Experience of Perspective Challenging Games.
Proc. ACM Hum. Comput. Interact., 2023

'The bandwidth comes and goes': Gaming preferences, habits and attitudes in a persistent low mood population.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Gaming for Post-Work Recovery: The Role of Immersion.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Close but Not Too Close: Distance and Relevance in Designing Games for Reflection.
Proc. ACM Hum. Comput. Interact., 2022

Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In Games.
Proc. ACM Hum. Comput. Interact., 2022

Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Using Reflexive Photography to Investigate Design Affordances for Creativity in Digital Entertainment Games.
Int. J. Hum. Comput. Interact., 2021

Neither Grasshopper nor Ant: learning from DIY coding and from gaming [WIP].
Proceedings of the 32nd Annual Workshop of the Psychology of Programming Interest Group, 2021

A Special Interest Group on Designed and Engineered Friction in Interaction.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Expressivity of creativity and creative design considerations in digital games.
Comput. Hum. Behav., 2020

2019
Co-created evaluation: Identifying how games support police learning.
Int. J. Hum. Comput. Stud., 2019

"One of the baddies all along": Moments that Challenge a Player's Perspective.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

"Horror, guilt and shame" - Uncomfortable Experiences in Digital Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

The Role of Gaming During Difficult Life Experiences.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
"A Game that Makes You Question...": Exploring the Role of Reflection for the Player Experience.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

2017
A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Understanding Engagement within the Context of a Safety Critical Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
How external and internal resources influence user action: the case of infusion devices.
Cogn. Technol. Work., 2016

Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Design Frictions for Mindful Interactions: The Case for Microboundaries.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement.
Hum. Comput. Interact., 2015

Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

The False Dichotomy between Positive and Negative Affect in Game Play.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Moving Beyond Fun: Evaluating Serious Experience in Digital Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers.
Hum. Comput., 2014

Player strategies: achieving breakthroughs and progressing in single-player and cooperative games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Learning the game: breakdowns, breakthroughs and player strategies.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

MOODs: building massive open online diaries for researchers, teachers and contributors.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Making sense of game-play: How can we examine learning and involvement?
Trans. Digit. Games Res. Assoc., 2013

Supporting learning within the workplace: device training in healthcare.
Proceedings of the European Conference on Cognitive Ergonomics 2013, 2013

Do games attract or sustain engagement in citizen science?: a study of volunteer motivations.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2011
Motivation, Engagement and Learning through Digital Games.
Int. J. Virtual Pers. Learn. Environ., 2011

2009
Exploring the link between player involvement and learning within digital games.
Proceedings of the 2009 British Computer Society Conference on Human-Computer Interaction, 2009


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