Nick Yee

Orcid: 0000-0001-8475-7796

Affiliations:
  • Quantic Foundry, Mountain View, CA, USA
  • Palo Alto Research Center, CA, USA
  • Stanford University, Department of Communication, CA, USA


According to our database1, Nick Yee authored at least 42 papers between 2005 and 2021.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

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Bibliography

2021
Recognizing Emotional States With Wearables While Playing a Serious Game.
IEEE Trans. Instrum. Meas., 2021

2018
Activity Classification in Independent Living Environment with JINS MEME Eyewear.
Proceedings of the 2018 IEEE International Conference on Pervasive Computing and Communications, 2018

2016
The Gamer Motivation Profile: What We Learned From 250, 000 Gamers.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2014
The "lonely gamer" revisited.
Entertain. Comput., 2014

Retention and progression: Seven months in World of Warcraft.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

2013
Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Inferring Personality of Online Gamers by Fusing Multiple-View Predictions.
Proceedings of the User Modeling, Adaptation, and Personalization, 2012

10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Through the azerothian looking glass: mapping in-game preferences to real world demographics.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Online gaming motivations scale: development and validation.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
A new look at World of Warcraft's social landscape.
Proceedings of the Foundations of Digital Games, 2011

If you build it they might stay: retention mechanisms in World of Warcraft.
Proceedings of the Foundations of Digital Games, 2011

Do men heal more when in drag?: conflicting identity cues between user and avatar.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Introverted elves & conscientious gnomes: the expression of personality in world of warcraft.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Variation in importance of time-on-task with familiarity with mobile phone models.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Changing the Rules: Social Architectures in Virtual Worlds.
Proceedings of the Online Worlds: Convergence of the Real and the Virtual, 2010

Effects of content and time of delivery on receptivity to mobile interruptions.
Proceedings of the 12th Conference on Human-Computer Interaction with Mobile Devices and Services, 2010

2009
The Evolution of Social Behavior over Time in Second Life.
Presence Teleoperators Virtual Environ., 2009

Befriending Ogres and Wood-Elves: Relationship Formation and The Social Architecture of Norrath.
Game Stud., 2009

The Proteus Effect.
Commun. Res., 2009

Problematic Internet use and psychosocial well-being among MMO players.
Comput. Hum. Behav., 2009

Empirical Comparison of Task Completion Time between Mobile Phone Models with Matched Interaction Sequences.
Proceedings of the Human-Computer Interaction. Ambient, 2009

Designed to Fit: Challenges of Interaction Design for Clothes Fitting Room Technologies.
Proceedings of the Human-Computer Interaction. Interacting in Various Application Domains, 2009

Body and mind: a study of avatar personalization in three virtual worlds.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
A Method for Longitudinal Behavioral Data Collection in <i>Second Life</i>.
Presence Teleoperators Virtual Environ., 2008

Virtual interpersonal touch: Haptic interaction and copresence in collaborative virtual environments.
Multim. Tools Appl., 2008

Who plays, how much, and why? Debunking the stereotypical gamer profile.
J. Comput. Mediat. Commun., 2008

Detecting digital chameleons.
Comput. Hum. Behav., 2008

Real-time clothes comparison based on multi-view vision.
Proceedings of the 2008 Second ACM/IEEE International Conference on Distributed Smart Cameras, 2008

2007
Virtual Interpersonal Touch: Expressing and Recognizing Emotions Through Haptic Devices.
Hum. Comput. Interact., 2007

The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments.
Cyberpsychology Behav. Soc. Netw., 2007

A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

The life and death of online gaming communities: a look at guilds in world of warcraft.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

2006
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments.
Presence Teleoperators Virtual Environ., 2006

The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction.
Presence Teleoperators Virtual Environ., 2006

A Longitudinal Study of Task Performance, Head Movements, Subjective Report, Simulator Sickness, and Transformed Social Interaction in Collaborative Virtual Environments.
Presence Teleoperators Virtual Environ., 2006

The Labor of Fun: How Video Games Blur the Boundaries of Work and Play.
Games Cult., 2006

From Tree House to Barracks: The Social Life of Guilds in World of Warcraft.
Games Cult., 2006

Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft.
Games Cult., 2006

Motivations for Play in Online Games.
Cyberpsychology Behav. Soc. Netw., 2006

"Alone together?": exploring the social dynamics of massively multiplayer online games.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
Motivations of Play in MMORPGs.
Proceedings of the Digital Games Research Conference 2005, 2005


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