Regan Mandryk University of Saskatchewan

Regan L. Mandryk is an Associate Professor of Computer Science at theUniversity of Saskatchewan, in Canada. She pioneered the area of physiological evaluation for computer games in her Ph.D. research on affective computing at Simon Fraser University with support from Electronic Arts. With over 100 papers that have been cited collectively over 4200 times, she continues to investigate novel ways of understanding how people experience interactive technology in partnership with multiple industrial collaborators, but also develops and evaluates games for health (including for special populations such as children with neurodevelopmental disorders and the elderly), interactive technology that fosters interpersonal relationships, and novel interaction techniques. She has been the invited keynote speaker at three international conferences, led the Games research theme in the Canada-wide GRAND Network Centre of Excellence, was the papers chair for the inaugural CHI PLAY conference (and again in 2015, is the technical program chair for 2016, and sits on the steering committee), and is leading the new games subcommittee for SIGCHI.

Download a copy of her CV . For publications prior to arriving at the UofS (before 2007), please check out her google scholar page at:


Regan Mandryk, Associate Professor
Department of Computer Science
University of Saskatchewan
110 Science Place, Saskatoon, SK, S7N 5C9
Tel: +1 306 966 4888
Fax: +1 306 966 4884


Tailoring Persuasive Health Games to Gamer Type
Orji, R., Mandryk, R., Vassileva, J., Gerling, K. (2013), CHI '13: Proceedings of the 31st international conference on Human factors in computing systems, Paris, France. 2467-2476. <doi:>
“I'm Just Here to Play Games:” Social Dynamics and Sociability in an Online Game Site
McEwan, G., Gutwin, C., Mandryk, R., Nacke, L. (2012), The 2012 ACM Conference on Computer Supported Cooperative Work, Seattle, Washington, USA. 549-558. <doi:10.1145/2145204.2145289>
Emotional response and visual attention to non-photorealistic images
Mould, D., Mandryk, R., Li, H. (2012), Computers & Graphics, vol. 6 no. 6, 658-672. <doi:10.1016/j.cag.2012.03.039>
The Acute Cognitive Benefits of Casual Exergame Play
Gao, Y., Mandryk, R. (2012), CHI '12: Proceedings of the 30th international conference on Human factors in computing systems., Austin, Texas, USA. 1863-1872.
Games as Neurofeedback Training for Children with FASD
Mandryk, R., Dielschneider, S., Kalyn, M., Bertram, C., Gaetz, M., Doucette, A., Taylor, B., Pritchard Orr, A., Keiver, K. (2013), Interaction Design for Children, New York City, USA. 165-172. <doi:10.1145/2485760.2485762>
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Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.
Affective Computing
Evaluation of a user's emotional experience with technology is not well understood, especially when the primary goal of a technology is to entertain (e.g., computer game) or to invoke an emotional experience (e.g., animated film).
Interaction Techniques for Digital Tables
Digital tables allow people to interact with computer workspaces that are projected onto tabletops.
Game Heuristics
Video gaming is a common and popular entertainment. The primary goal of video games is to entertain and engage users.
Targeting Assistance for Distant Pointing at Interactive Surfaces
Pointing at displays from a distance is becoming a common scenario for controlling computers, entertainment systems, and video games.
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