Kevin Stanley

Publications

All Across the Circle: Using Auto-Ordering to Improve Object Transfer between Mobile Devices
Li, C., Gutwin, C., Stanley, K., Nacenta, M. (2016), Graphics Interface (GI'2016), Victoria, BC, Canada. 49-56.
The Effect of Temporal Adaptation Granularity and Game Genre on the Time-Balancing Abilities of Adaptive Time-Varying Minigames
Tavassolian, A., Stanley, K., Gutwin, C. (2014), Entertainment Computing, vol. 5 no. 1, 43-54. <doi:10.1016/j.entcom.2013.06.003>
Iterative Design of an Augmented Reality Game and Level-Editing Tool for Use in the Classroom
Farjana, E., Stanley, K., Mandryk, R. (2014), IEEE Games, Entertainment, and Media 2014, Toronto, Canada. To appear.
Gemini Redux: Understanding Player Perception of Accumulated Context
Stanley, K., Farjana, E., Anderson, E., Mandryk, R. (2014), IEEE Games, Entertainment, and Media 2014, Toronto, Canada. 152-159.
Using Affective State to Adapt Characters, NPCs, and the Environment in a First-Person Shooter Game
Negini, F., Mandryk, R., Stanley, K. (2014), IEEE Games, Entertainment, and Media 2014, Toronto, Canada. 109-116.
View All >>

Research

SWaGUR: Saskatchewan-Waterloo Games User Research
The Canadian computer game industry is the third largest in the world, behind the USA and Japan. The sector contributes $2.3 billion annually to Canada's GDP, it employs 16,500 people, and the demand for skilled talent in creative and technical roles is increasing: 40% of Canadian game companies expect over 25% growth in the next 2 years.
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.