Sebastian Deterding

Orcid: 0000-0003-0033-2104

Affiliations:
  • Imperial College London, UK


According to our database1, Sebastian Deterding authored at least 48 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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Other 

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

Objective Difficulty-Skill Balance Impacts Perceived Balance but Not Behaviour: A Test of Flow and Self-Determination Theory Predictions.
Proc. ACM Hum. Comput. Interact., 2023

'I Just Wanted to Get It Over and Done With': A Grounded Theory of Psychological Need Frustration in Video Games.
Proc. ACM Hum. Comput. Interact., 2023

The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis.
Games Res. Pract., 2023

Games Futures I.
Games Res. Pract., 2023

Inaugural Editorial: A Lighthouse for Games and Playable Media.
Games Res. Pract., 2023

Moral Agents for Sustainable Transitions: Ethics, Politics, Design.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Self-Determination Theory in HCI: Shaping a Research Agenda.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 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
Not Very Effective: Validity Issues of the Effectance in Games Scale.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Are You Open? A Content Analysis of Transparency and Openness Guidelines in HCI Journals.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Casual Creators in the Wild: A Typology of Commercial Generative Creativity Support Tools.
Proceedings of the Eleventh International Conference on Computational Creativity, 2020

Automatic Similarity Detection in LEGO Ducks.
Proceedings of the Eleventh International Conference on Computational Creativity, 2020

Studying General Agents in Video Games from the Perspective of Player Experience.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Reconstructing Creative Lego Models.
Proceedings of the Computer Vision - ACCV 2020 - 15th Asian Conference on Computer Vision, Kyoto, Japan, November 30, 2020

2019
Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild.
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

Ethereum Crypto-Games: Mechanics, Prevalence, and Gambling Similarities.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

The Role of Uncertainty in Moment-to-Moment Player Motivation: A Grounded Theory.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play.
Games Cult., 2018

Curious users of casual creators.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Why game designers should study magic.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Intrinsic elicitation: a model and design approach for games collecting human subject data.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Uses and Gratifications of Initiating Use of Gamified Learning Platforms.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research.
Games Cult., 2017

The maturing of gamification research.
Comput. Hum. Behav., 2017

Engagement effects of player rating system-based matchmaking for level ordering in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

How Multidisciplinary is Gamification Research?: Results from a Scoping Review.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Adapting Cognitive Task Analysis to Elicit the Skill Chain of a Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

How to Do Gameful Design.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Mixed-Initiative Creative Interfaces.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Desperately Seeking Theory: Gamification, Design, Data, Machine Learning, and the Promise of Double Loop Learning Systems.
Proceedings of the Third International Workshop on Gamification for Information Retrieval co-located with 39th International ACM SIGIR Conference on Research and Development in Information Retrieval (SIGIR 2016), 2016

Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Contextual Autonomy Support in Video Game Play: A Grounded Theory.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design.
Hum. Comput. Interact., 2015

The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Embarrassing Interactions.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Gamifying Research: Strategies, Opportunities, Challenges, Ethics.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2013
Gamification @ work.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Designing gamification: creating gameful and playful experiences.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Gamification: designing for motivation.
Interactions, 2012

2011
From game design elements to gamefulness: defining "gamification".
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011

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

Gamification. using game-design elements in non-gaming contexts.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2009
The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory [Extended Abstract].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009


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