Melissa J. Rogerson

Orcid: 0000-0002-9851-6608

Affiliations:
  • University of Melbourne, School of Computing and Information Systems, Australia


According to our database1, Melissa J. Rogerson authored at least 18 papers between 2015 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
Older Adults Imagining Future Technologies in Participatory Design Workshops: Supporting Continuity in the Pursuit of Meaningful Activities.
CoRR, 2024

2023
"What are you Bringing to the Table?": The Something Awful Let's Play Community as a Serious Leisure Subculture.
Games Cult., May, 2023

"Keeping the Program Going": Technology Use by Community Organizations to Support the Social Connectedness of Older Adults During the COVID-19 Pandemic.
Proc. ACM Hum. Comput. Interact., 2023

Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play.
Proc. ACM Hum. Comput. Interact., 2023

Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

The Hidden Rules of Hanabi: How Humans Outperform AI Agents.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Understanding Older Adults' Participation in Online Social Activities: Lessons from the COVID-19 Pandemic.
Proc. ACM Hum. Comput. Interact., 2022

The SMeFT Decks: A Card-Based Ideation Tool for Designing Hybrid Digital Boardgames for Distanced Play.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

2021
More Than a Gimmick - Digital Tools for Boardgame Play.
Proc. ACM Hum. Comput. Interact., 2021

Observing Multiplayer Boardgame Play at a Distance.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Unpacking "Boardgames with Apps": The Hybrid Digital Boardgame Model.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Playing Blind: Revealing the World of Gamers with Visual Impairment.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Finding Time for Tabletop: Board Game Play and Parenting.
Games Cult., 2018

Cooperating to Compete: the Mutuality of Cooperation and Competition in Boardgame Play.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
What can We Learn from Eye Tracking Boardgame Play?
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
"I Love All the Bits": The Materiality of Boardgames.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Digitising Boardgames: Issues and Tensions.
Proceedings of the 2015 DiGRA International Conference: Diversity of Play, 2015


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