Regan L. Mandryk

Affiliations:
  • University of Saskatchewan, Canada


According to our database1, Regan L. Mandryk authored at least 207 papers between 1999 and 2023.

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

Timeline

Legend:

Book 
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PhD thesis 
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Online presence:

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Bibliography

2023
Individual Control over Exposure to Combat Toxicity in Games.
Games Res. Pract., December, 2023

Trails, rails, and over-reliance: How navigation assistance affects route-finding and spatial learning in virtual environments.
Int. J. Hum. Comput. Stud., October, 2023

Using Evolutionary Algorithms to Target Complexity Levels in Game Economies.
IEEE Trans. Games, March, 2023

Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments.
Proc. ACM Hum. Comput. Interact., 2023

If at First You Don't Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints.
Proc. ACM Hum. Comput. Interact., 2023

Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance.
Proc. ACM Hum. Comput. Interact., 2023

Prospective Passion and Social Capital within DotA 2 Players.
Proc. ACM Hum. Comput. Interact., 2023

SHAI 2023: Workshop on Designing for Safety in Human-AI Interactions.
Proceedings of the Companion Proceedings of the 28th International Conference on Intelligent User Interfaces, 2023

Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-Being.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Workshop on Understanding and Combating the Problematic Side of Play.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

The Role of Generative AI in Games Research.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Games and Play SIG: Connecting Through Social and Playful Technologies.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Combating Toxicity, Harassment, and Abuse in Online Social Spaces: A Workshop at CHI 2023.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
"Bad Vibrations": Sensing Toxicity From In-Game Audio Features.
IEEE Trans. Games, 2022

Feeling Good and In Control: In-game Tools to Support Targets of Toxicity.
Proc. ACM Hum. Comput. Interact., 2022

Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing.
Proc. ACM Hum. Comput. Interact., 2022

miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022

Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games.
Proc. ACM Hum. Comput. Interact., 2022

Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming.
Proc. ACM Hum. Comput. Interact., 2022

PACMHCI V6, CHI PLAY, October 2022 Editorial.
Proc. ACM Hum. Comput. Interact., 2022

Definitions of Esports: A Systematic Review and Thematic Analysis.
Proc. ACM Hum. Comput. Interact., 2022

A chronology of SIGCHI conferences: 1983 to 2022.
Interactions, 2022

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic.
Comput. Hum. Behav., 2022

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022

Effective Toxicity Prediction in Online Multiplayer Gaming: Four Obstacles to Making Approaches Usable.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

Games and the Metaverse.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

The Future of Emotion in Human-Computer Interaction.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Demonstrating Commons Sense: A Novel Physiological Interaction For Engaging Live Streaming Audiences.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

"Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming Audiences.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

(Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends.
Proc. ACM Hum. Comput. Interact., 2021

Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews.
Proc. ACM Hum. Comput. Interact., 2021

Meeting with Media: Comparing Synchronous Media Sharing and Icebreaker Questions in Initial Interactions via Video Chat.
Proc. ACM Hum. Comput. Interact., 2021

Videogame Play and Wellbeing Among a First Episode Psychosis Population.
Proc. ACM Hum. Comput. Interact., 2021

PACMHCI V5, CHI PLAY, September 2021 Editorial.
Proc. ACM Hum. Comput. Interact., 2021

The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety.
Proc. ACM Hum. Comput. Interact., 2021

How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety.
Proc. ACM Hum. Comput. Interact., 2021

Under Pressure: Exploring Choke and Clutch in Competitive Video Games.
Proc. ACM Hum. Comput. Interact., 2021

Shocking advantage! Improving digital game performance using non-invasive brain stimulation.
Int. J. Hum. Comput. Stud., 2021

The Struggle is Spiel: On Failure and Success in Games.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Predicting Beliefs from NPC Dialogues.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Consequences, Schmonsequences! Considering the Future as Part of Publication and Peer Review in Computing Research.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Meeting You, Seeing Me: The Role of Social Anxiety, Visual Feedback, and Interface Layout in a Get-to-Know-You Task via Video Chat.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
SIGCHI's quick response in a time of crisis.
Interactions, 2020

Supporting accessibility at SIGCHI conferences.
Interactions, 2020

A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming.
Frontiers Comput. Sci., 2020

Modeling Behaviour to Predict User State: Self-Reports as Ground Truth.
CoRR, 2020

Organizing family support services at ACM conferences.
Commun. ACM, 2020

Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020

Risking Treasure: Testing Loss Aversion in an Adventure Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

"Let's Get Physiological, Physiological!": A Systematic Review of Affective Gaming.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Games and Play SIG: Shaping the Next Decade of Games & HCI Research.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

CHI 2030: The Future is Wide Open.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Video games for mental health.
Interactions, 2019

Red or blue pill: fostering identification and transportation through dialogue choices in RPGs.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Game Dynamics that Support Snacking, not Feasting.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

'In the Same Boat', : A Game of Mirroring Emotions for Enhancing Social Play.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

FTVR in VR: Evaluation of 3D Perception With a Simulated Volumetric Fish-Tank Virtual Reality Display.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Gaming with the Subaltern: Workshop on Diversity and Inclusion in Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

An About Face: Diverse Representation in Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Designing for Friendship: Modeling Properties of Play, In-Game Social Capital, and Psychological Well-being.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Combating Attrition in Digital Self-Improvement Programs using Avatar Customization.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Improving the Efficacy of Games for Change Using Personalization Models.
ACM Trans. Comput. Hum. Interact., 2017

Racial Diversity in Indie Games: Patterns, Challenges, and Opportunties.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Games for the Assessment and Treatment of Mental Health.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Those are not the Stories you are Looking For: Using Text Prototypes to Evaluate Game Narratives Early.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Age-Based Preferences and Player Experience: A Crowdsourced Cross-sectional Study.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Exertion Games.
Found. Trends Hum. Comput. Interact., 2016

Differentiating in-Game Frustration from at-Game Frustration using Touch Pressure.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Does Helping Hurt?: Aiming Assistance and Skill Development in a First-Person Shooter Game.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Trust Me: Social Games are Better than Social Icebreakers at Building Trust.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

SIGCHI Games: The Scope of Games and Play Research at CHI.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Extracting Heart Rate from Videos of Online Participants.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Scaffolding Player Location Awareness through Audio Cues in First-Person Shooters.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Peak-End Effects on Player Experience in Casual Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Fostering Intrinsic Motivation through Avatar Identification in Digital Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Designing Wheelchair-Based Movement Games.
ACM Trans. Access. Comput., 2015

Discouraging sedentary behaviors using interactive play.
Interactions, 2015

Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits.
Proceedings of the User Modeling, Adaptation and Personalization, 2015

Gender, Age, and Responsiveness to Cialdini's Persuasion Strategies.
Proceedings of the Persuasive Technology - 10th International Conference, 2015

A metric for automatically flagging problem levels in games from prototype walkthrough data.
Proceedings of the 19th International Academic Mindtrek Conference, 2015

Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks.
Proceedings of the 41st Graphics Interface Conference, Halifax, NS, Canada, June 3-5, 2015, 2015

Manipulating Leaderboards to Induce Player Experience.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

How Self-Esteem Shapes our Interactions with Play Technologies.
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

Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Long-Term Use of Motion-Based Video Games in Care Home Settings.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Mobile Gamification for Crowdsourcing Data Collection: Leveraging the Freemium Model.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health.
User Model. User Adapt. Interact., 2014

Developing culturally relevant design guidelines for encouraging healthy eating behavior.
Int. J. Hum. Comput. Stud., 2014

BrainHex: A neurobiological gamer typology survey.
Entertain. Comput., 2014

Balancing multiplayer first-person shooter games using aiming assistance.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Gemini redux: Understanding player perception of accumulated context.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Iterative design of an augmented reality game and level-editing tool for use in the classroom.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

How players value their characters in world of warcraft.
Proceedings of the Computer Supported Cooperative Work, 2014

Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Decreasing sedentary behaviours in pre-adolescents using casual exergames at school.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Improving player balancing in racing games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

The effects of embodied persuasive games on player attitudes toward people using wheelchairs.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Learning to Measure Influence in a Scientific Social Network.
Proceedings of the Advances in Artificial Intelligence, 2014

2013
LunchTime: a slow-casual game for long-term dietary behavior change.
Pers. Ubiquitous Comput., 2013

Deconstructing the touch experience.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2013

Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design.
Proceedings of the Persuasive Technology - 8th International Conference, 2013

The Effects of Graphical Fidelity on Player Experience.
Proceedings of the International Conference on Making Sense of Converging Media, 2013

Is movement better?: comparing sedentary and motion-based game controls for older adults.
Proceedings of the Graphics Interface 2013, 2013

The design and evaluation of a classroom exergame.
Proceedings of the First International Conference on Gameful Design, 2013

Gamifying behaviour that leads to learning.
Proceedings of the First International Conference on Gameful Design, 2013

Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables.
Proceedings of the Computer Supported Cooperative Work, 2013

Posture training with real-time visual feedback.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Tailoring persuasive health games to gamer type.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

KINECT<sup>wheels</sup>: wheelchair-accessible motion-based game interaction.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Control your game-self: effects of controller type on enjoyment, motivation, and personality in game.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Wheelchair-based game design for older adults.
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, 2013

Games as neurofeedback training for children with FASD.
Proceedings of the Interaction Design and Children 2013, 2013

2012
Analysis and comparison of target assistance techniques for relative ray-cast pointing.
Int. J. Hum. Comput. Stud., 2012

Emotional response and visual attention to non-photorealistic images.
Comput. Graph., 2012

Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants.
Proceedings of the Persuasive Technology. Design for Health and Safety, 2012

iEpi: an end to end solution for collecting, conditioning and utilizing epidemiologically relevant data.
Proceedings of the 2nd ACM international workshop on Pervasive Wireless Healthcare, 2012

Modeling Musical Mood From Audio Features and Listening Context on an In-Situ Data Set.
Proceedings of the 13th International Society for Music Information Retrieval Conference, 2012

Creating and interpreting abstract visualizations of emotion.
Proceedings of the Graphics Interface 2012 Conference, 2012

"I'm just here to play games": social dynamics and sociality in an online game site.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012

Full-body motion-based game interaction for older adults.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

The acute cognitive benefits of casual exergame play.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Turning off-the-shelf games into biofeedback games.
Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility, 2012

2011
Calibration games: making calibration tasks enjoyable by adding motivating game elements.
Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, 2011

The impact of negative game reviews and user comments on player experience.
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011

Evaluation of emotional response to non-photorealistic images.
Proceedings of the 9th International Symposium on Non-Photorealistic Animation and Rendering, 2011

Gemini: A Pervasive Accumulated Context Exergame.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Playing Digital Games Will Make You a Better Human Being.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Influencing Experience: The Effects of Reading Game Reviews on Player Experience.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

GrabApple: The Design of a Casual Exergame.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments.
Proceedings of the Graphics Interface 2011 Conference, 2011

Effects of view, input device, and track width on video game driving.
Proceedings of the Graphics Interface 2011 Conference, 2011

Biofeedback game design: using direct and indirect physiological control to enhance game interaction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

The effects of intended use on target acquisition.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Brain and body interfaces: designing for meaningful interaction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Identifying emotional states using keystroke dynamics.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Target assistance for subtly balancing competitive play.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Hearing is believing: evaluating ambient audio for location-based games.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Individual and Group Support in Tabletop Interaction Techniques.
Proceedings of the Tabletops - Horizontal Interactive Displays, 2010

A comparison of techniques for in-place toolbars.
Proceedings of the Graphics Interface 2010 Conference, May 31, 2010

PiNiZoRo: a GPS-based exercise game for families.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Brain, body and bytes: psychophysiological user interaction.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Useful junk?: the effects of visual embellishment on comprehension and memorability of charts.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation.
Proceedings of the Human-Computer Interaction, 2009

Character Sharing in World of Warcraft.
Proceedings of the Eleventh European Conference on Computer Supported Cooperative Work, 2009

An evaluation of coordination techniques for protecting objects and territories in tabletop groupware.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
Using job-shop scheduling tasks for evaluating collocated collaboration.
Pers. Ubiquitous Comput., 2008

Perceptibility and utility of sticky targets.
Proceedings of the Graphics Interface 2008 Conference, 2008

Integrating cumulative context into computer games.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Comparing content and input redirection in MDEs.
Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, 2008

Measuring affect in hci: going beyond the individual.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

Targeting across displayless space.
Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008

2007
A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies.
Int. J. Hum. Comput. Stud., 2007

2006
Integrating Point and Touch for Interaction with Digital Tabletop Displays.
IEEE Computer Graphics and Applications, 2006

Using psychophysiological techniques to measure user experience with entertainment technologies.
Behav. Inf. Technol., 2006

Direct Intentions: The Effects of Input Devices on Collaboration around a Tabletop Display.
Proceedings of the First IEEE International Workshop on Horizontal Interactive Human-Computer Systems (Tabletop 2006), 2006

Smart Sticky Widgets: Pseudo-haptic Enhancements for Multi-Monitor Displays.
Proceedings of the Smart Graphics, 6th International Symposium, 2006

A continuous and objective evaluation of emotional experience with interactive play environments.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
Pervasive games: bringing computer entertainment back to the real world.
Comput. Entertain., 2005

TractorBeam Selection Aids: Improving Target Acquisition for Pointing Input on Tabletop Displays.
Proceedings of the Human-Computer Interaction, 2005

TractorBeam: seamless integration of local and remote pointing for tabletop displays.
Proceedings of the Graphics Interface 2005 Conference, 2005

Sticky widgets: pseudo-haptic widget enhancements for multi-monitor displays.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

2004
Physiological indicators for the evaluation of co-located collaborative play.
Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, 2004

Objectively evaluating entertainment technology.
Proceedings of the Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, 2004

2003
Understanding children's collaborative interactions in shared environments.
J. Comput. Assist. Learn., 2003

System Guidelines for Co-located, Collaborative Work on a Tabletop Display.
Proceedings of the Eighth European Conference on Computer Supported Cooperative Work, 2003

2002
Editorial: Special Issue on Ubiquitous Games.
Pers. Ubiquitous Comput., 2002

Understanding children's interactions in synchronous shared environments.
Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community, 2002

False prophets: exploring hybrid board/video games.
Proceedings of the Extended abstracts of the 2002 Conference on Human Factors in Computing Systems, 2002

2001
Supporting children's collaboration across handheld computers.
Proceedings of the CHI 2001 Extended Abstracts on Human Factors in Computing Systems, 2001

1999
Superimposing display space on workspace in the context of endoscopic surgery.
Proceedings of the CHI '99 Extended Abstracts on Human Factors in Computing Systems, 1999


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