Dr. Martin Deschant focuses his research on how digital games and immersive media can be used within the context of mental health. One major focus in this work is social anxiety, where he investigates how digital media can help affected individuals to assess the severity of their anxiety as well as how digital media, especially digital games, may help individuals to overcome their own anxiety. These insights can help to further understand the complex interplay of mental health and (in)- game preferences and activities, as well as further help designers to develop more elaborated tools for the assessment and intervention of mental health issues.
Besides that, he also investigates how novel interaction technologies, such as eye tracking, can increase the enjoyment of digital games as well as a tool for the assessment of mental health.
After finishing his Master of Science in Media Informatics at the University of Regensburg he worked as a user experience designer for SensoMotoric Instruments GmbH (bought by Apple in 2017) and Tobii as well as lecturer (University of Regensburg, Ludwig Maximilian University of Munich).
He joined the lab 2017 as a PhD Student and works with Prof. Dr. Regan Mandryk.
(2021) Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2020) Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments, JMIR serious games 8(3), p. e17810, JMIR Publications Inc., Toronto, Canada
(2020) Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments, JMIR serious games 8(3), p. e17810, JMIR Publications Inc., Toronto, Canada
(2020) In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs, Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, p. 1-14, url, doi:10.1145/3313831.3376734
(2020) A baseline study of emphasis effects in information visualization, Proceedings - Graphics Interface 2020-May
(2020) Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments, JMIR Serious Games 8(3), doi:10.2196/17810
(2020) In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3313831.3376734
(2020) In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs, Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, p. 1-14, url, doi:10.1145/3313831.3376734
(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, p. 1-12
(2019) FTVR in VR, doi:10.1145/3290605.3300763
(2019) FTVR in VR: Evaluating 3D performance with a simulated volumetric fish-tank virtual reality display, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3290605.3300763
(2018) EyePlay revisited: Past, present and future challenges for eye-based interaction in games, Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, p. 689-693
(2018) Empirical evaluation of hybrid gaze-controller selection techniques in a gaming context, Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, p. 73-85
(2018) Empirical evaluation of hybrid gaze-controller selection techniques in a gaming context, CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3242671.3242699
(2017) Potential of virtual reality as a diagnostic tool for social anxiety: a pilot study, Computers in Human Behavior 76, p. 128-134, Elsevier
(2013) Den Schrecken im Blick: Eye Tracking und Survival Horror-Spiele, Mensch & Computer 2013-Workshopband, Oldenbourg Verlag