Dr. Regan Mandryk pioneered the area of affective physiological evaluation for computer games in her Ph.D. research with support from Electronic Arts. With over 200 publications that have been cited over 10000 times (including one of Google Scholar’s 10 classic papers in HCI from 2006), she continues to investigate novel ways of understanding players and their experiences, but also develops and evaluates games for health and wellbeing, and games that foster interpersonal relationships.
Regan has been the invited keynote speaker at several international game conferences, led Games research in the Canadian GRAND Network, organizes international conferences including the inaugural CHI PLAY, the inaugural CHI Games Subcommittee, and CHI 2018, and leads the first ever Canadian graduate training program on games user research (SWaGUR.ca) with $2.5 million of support from NSERC. She was inducted into the Royal Society of Canada’s College of New Scholars, Artists and Scientists in 2014, received the University of Saskatchewan New Researcher Award in 2015, the Canadian Association for Computer Science’s Outstanding Young Canadian Computer Science Researcher Prize in 2016, and the prestigious E.W.R. Steacie Fellowship in 2018.
Download a copy of her CV . For publications prior to arriving at the UofS (before 2007), please check out her google scholar page at: https://goo.gl/PPifWA.
Regan Mandryk, 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
(2021) Gathering Self-Report Data in Games through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(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
(2021) Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2021) Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2021) Meeting You, Seeing Me: The Role of Social Anxiety, Feedback, and Interface Layout in a Get-to-Know-You Task via Video Chat, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2021) Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2020) Risking Treasure: Testing Loss Aversion in an Adventure Game, CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, p. 306-320, Association for Computing Machinery, Inc, doi:10.1145/3410404.3414250
(2020) Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game, CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, p. 294-305, Association for Computing Machinery, Inc, doi:10.1145/3410404.3414225
(2020) "Let's Get Physiological, Physiological!", Proceedings of the Annual Symposium on Computer-Human Interaction in Play, New York, NY, USA: ACM, doi:10.1145/3410404.3414227
(2020) Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games, Symposium on Eye Tracking Research and Applications, p. 1-6
(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) Risking Treasure: Testing Loss Aversion in an Adventure Game(November), p. 306-320, doi:10.1145/3410404.3414250
(2020) "Let's Get Physiological, Physiological!", Proceedings of the Annual Symposium on Computer-Human Interaction in Play, New York, NY, USA: ACM, doi:10.1145/3410404.3414227
(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) Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments, JMIR Serious Games 8(3), doi:10.2196/17810
(2020) Viewpoint: Organizing Family Support Services at ACM Conferences, Communications of the ACM 63(4), doi:10.1145/3382739
(2020) A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming, Frontiers in Computer Science 2, doi:10.3389/fcomp.2020.00040
(2020) Supporting accessibility at SIGCHI conferences, Interactions 27(3), doi:10.1145/3391774
(2020) CHI 2030: The Future is Wide Open, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3334480.3381065
(2020) Just a click away: Action–state orientation moderates the impact of task interruptions on initiative, Journal of Personality 88(2), doi:10.1111/jopy.12498
(2020) Eye caramba: Gaze-based assistance for virtual reality aiming and throwing tasks in games, Eye Tracking Research and Applications Symposium (ETRA), doi:10.1145/3379156.3391841
(2020) How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3313831.3376697
(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) How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing, Frontiers in Psychology 11, doi:10.3389/fpsyg.2020.02165
(2020) Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3313831.3376193
(2020) Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3313831.3376433
(2020) Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3313831.3376446
(2020) Games and play SIG: Shaping the next decade of games & HCI research, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3334480.3381063
(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) Press pause when you play: Comparing spaced practice intervals for skill development in games, CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, p. 169-184, Association for Computing Machinery, Inc, doi:10.1145/3311350.3347195
(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) Press Pause when you Play, doi:10.1145/3311350.3347195
(2019) Press pause when you play: Comparing spaced practice intervals for skill development in games, CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3311350.3347195
(2019) Video games for mental health, Interactions 26(4), doi:10.1145/3328483
(2019) FTVR in VR, doi:10.1145/3290605.3300763
(2019) Organizing family support services at ACM conferences, arXiv
(2019) Red or blue pill, doi:10.1145/3337722.3337734
(2019) 'In the same boat', a game of mirroring emotions for enhancing social play, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3290607.3313268
(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
(2019) Improving the efficacy of cognitive training for digital mental health interventions through avatar customization: Crowdsourced quasi-experimental study, Journal of Medical Internet Research 21(1), doi:10.2196/10133
(2019) Game dynamics that support snacking, not feasting, CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3311350.3347151
(2019) Red or blue pill: Fostering identification and transportation through dialogue choices in RPGs, ACM International Conference Proceeding Series, doi:10.1145/3337722.3337734
(2019) The potential of game-based digital biomarkers for modeling mental health, Journal of Medical Internet Research 21(4), doi:10.2196/13485
(2019) Game-based Digital Biomarkers for Modeling Mental Health: A Scoping Review (Preprint), JMIR Mental Health
(2019) The potential of game-based digital biomarkers for modeling mental health, Journal of Medical Internet Research, doi:10.2196/13485
(2019) Improving the efficacy of cognitive training for digital mental health interventions through avatar customization: Crowdsourced quasi-experimental study, Journal of Medical Internet Research, doi:10.2196/10133
(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) CHI 2018 Paper Chairs, Committee Members, & Reviewers, Conference on Human Factors in Computing Systems - Proceedings 2018-April
(2018) The Privilege of Immersion, doi:10.1145/3173574.3173957
(2018) Designing for Friendship, doi:10.1145/3242671.3242702
(2018) An About Face, doi:10.1145/3242671.3242711
(2018) Gaming with the subaltern: Workshop on diversity and inclusion in games, CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, doi:10.1145/3270316.3271552
(2018) Combating attrition in digital self-improvement programs using avatar customization, Conference on Human Factors in Computing Systems - Proceedings 2018-April, doi:10.1145/3173574.3174234
(2018) The privilege of immersion: Racial and ethnic experiences, perceptions, and beliefs in digital gaming, Conference on Human Factors in Computing Systems - Proceedings 2018-April, doi:10.1145/3173574.3173957
(2018) Competitive action video game players display rightward error bias during on-line video game play, Laterality 23(5), doi:10.1080/1357650X.2017.1374965
(2018) Let me be implicit: Using motive disposition theory to predict and explain behaviour in digital games, Conference on Human Factors in Computing Systems - Proceedings 2018-April, doi:10.1145/3173574.3173764
(2018) Let Me Be Implicit, doi:10.1145/3173574.3173764
(2018) Designing for friendship: Modeling properties of play, in-game social capital, and psychological well-being, CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3242671.3242702
(2018) An about face: Diverse self-representation in games, CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3270316.3271552
(2018) Involving players with special needs in Games User Research, Games User Research, doi:10.1093/oso/9780198794844.003.0027
(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
(2018) Let me be implicit: Using motive disposition theory to predict and explain behaviour in digital games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3173574.3173764
(2018) Combating attrition in digital self-improvement programs using avatar customization, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3173574.3174234
(2018) The privilege of immersion: Racial and ethnic experiences, perceptions, and beliefs in digital gaming, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3173574.3173957
(2017) The effects of navigation assistance on spatial learning and performance in a 3D game, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, p. 341-353, Association for Computing Machinery, Inc, doi:10.1145/3116595.3116602
(2017) The effects of navigation assistance on spatial learning and performance in a 3D game, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116602
(2017) Don't Talk Dirty to Me, doi:10.1145/3025453.3025563
(2017) Improving the efficacy of games for change using personalization models, ACM Transactions on Computer-Human Interaction 24(5), doi:10.1145/3119929
(2017) Why is this happening to me? How player attribution can broaden our understanding of player experience, Conference on Human Factors in Computing Systems - Proceedings 2017-May, doi:10.1145/3025453.3025648
(2017) Racial diversity in indie games: Patterns, challenges, and opportunities, CHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3130859.3131438
(2017) Cooperation and interdependence: How multiplayer games increase social closeness, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116639
(2017) Those are not the Stories you are Looking For, doi:10.1145/3116595.3116636
(2017) Don't talk dirty to me: How sexist beliefs affect experience in sexist games, Conference on Human Factors in Computing Systems - Proceedings 2017-May, doi:10.1145/3025453.3025563
(2017) Through the looking glass: Effects of feedback on self-awareness and conversation during video chat, Conference on Human Factors in Computing Systems - Proceedings 2017-May, doi:10.1145/3025453.3025548
(2017) Games for the assessment and treatment of mental health, CHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3130859.3131445
(2017) Age-based preferences and player experience: A crowdsourced cross-sectional study, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116608
(2017) Those are not the stories you are looking for: Using text prototypes to evaluate game narratives early, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116636
(2017) Toward game-based digital mental health interventions: Player habits and preferences, Journal of Medical Internet Research 19(4), doi:10.2196/jmir.6906
(2017) SoundSpectrum News - G-Force concert visuals, updates, shows, Computer Music Journal 19(3)
(2017) Improving the efficacy of games for change using personalization models, ACM Transactions on Computer-Human Interaction, doi:10.1145/3119929
(2017) Age-based preferences and player experience: A crowdsourced cross-sectional study, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116608
(2017) Why is this happening to me? How player attribution can broaden our understanding of player experience, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3025453.3025648
(2017) Don't talk dirty to me: How sexist beliefs affect experience in sexist games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3025453.3025563
(2017) Cooperation and interdependence: How multiplayer games increase social closeness, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116639
(2017) The effects of navigation assistance on spatial learning and performance in a 3D game, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116602
(2017) Toward game-based digital mental health interventions: Player habits and preferences, Journal of Medical Internet Research, doi:10.2196/jmir.6906
(2017) Those are not the stories you are looking for: Using text prototypes to evaluate game narratives early, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116636
(2016) Peak-end effects on player experience in casual games, Conference on Human Factors in Computing Systems - Proceedings, p. 5608-5619, Association for Computing Machinery, doi:10.1145/2858036.2858419
(2016) How disclosing skill assistance affects play experience in a multiplayer first-person shooter game, Conference on Human Factors in Computing Systems - Proceedings, p. 3462-3472, Association for Computing Machinery, doi:10.1145/2858036.2858156
(2016) Peak-end effects on player experience in casual games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858419
(2016) Does Helping Hurt?, doi:10.1145/2967934.2968101
(2016) How disclosing skill assistance affects play experience in a multiplayer first-person shooter game, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858156
(2016) Does helping hurt? Aiming assistance and skill development in a first-person shooter game, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968101
(2016) Chapter 6 Biometrics in Gaming and Entertainment Technologies, Biometrics in a Data Driven World, doi:10.1201/9781315317083-7
(2016) CHI PLAY 2016 chairs' welcome, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play
(2016) Fostering intrinsic motivation through avatar identification in digital games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858062
(2016) Extracting heart rate from videos of online participants, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858064
(2016) SIGCHI Games, doi:10.1145/2851581.2886438
(2016) The effects of social exclusion on play experience and hostile cognitions in digital games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858061
(2016) The motivational push of games: The interplay of intrinsic motivation and external rewards in games for training, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968091
(2016) Scaffolding player location awareness through audio cues in first-person shooters, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858172
(2016) Using positive or negative reinforcement in Neurofeedback games for training self-regulation, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968085
(2016) Trust me: Social games are better than social icebreakers at building trust, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968097
(2016) SIGCHI games: The scope of games and PLAY research at CHI, Conference on Human Factors in Computing Systems - Proceedings 07-12-May-2016, doi:10.1145/2851581.2886438
(2016) How to Present Game Difficulty Choices?, doi:10.1145/2858036.2858574
(2016) How to present game difficulty choices? Exploring the impact on player experience, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858574
(2016) Differentiating in-game frustration from at-game frustration using touch pressure, Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces: Nature Meets Interactive Surfaces, ISS 2016, doi:10.1145/2992154.2992185
(2016) The Benefits of Digital Games for the Assessment and Treatment of Mental Health, CHI 2016 Computing and Mental Health Workshop
(2016) Using positive or negative reinforcement in Neurofeedback games for training self-regulation, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968085
(2016) Exertion games, Foundations and Trends in Human-Computer Interaction, doi:10.1561/1100000041
(2016) Differentiating in-game frustration from at-game frustration using touch pressure, Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces: Nature Meets Interactive Surfaces, ISS 2016, doi:10.1145/2992154.2992185
(2016) Fostering intrinsic motivation through avatar identification in digital games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858062
(2016) Scaffolding player location awareness through audio cues in first-person shooters, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858172
(2016) Peak-end effects on player experience in casual games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2858036.2858419
(2016) The motivational push of games: The interplay of intrinsic motivation and external rewards in games for training, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968091
(2016) The Benefits of Digital Games for the Assessment and Treatment of Mental Health, CHI 2016 Computing and Mental Health Workshop
(2015) Balancing multiplayer first-person shooter games using aiming assistance, Conference Proceedings - 2014 IEEE Games, Media, Entertainment Conference, IEEE GEM 2014, p. 1-8, Institute of Electrical and Electronics Engineers Inc., doi:10.1109/GEM.2014.7048086
(2015) Now you can compete with anyone: Balancing players of different skill levels in a first-person shooter game, Conference on Human Factors in Computing Systems - Proceedings 2015-April, p. 2255-2264, Association for Computing Machinery, doi:10.1145/2702123.2702242
(2015) Now you can compete with anyone: Balancing players of different skill levels in a first-person shooter game, Conference on Human Factors in Computing Systems - Proceedings 2015-April, doi:10.1145/2702123.2702242
(2015) Now You Can Compete With Anyone, doi:10.1145/2702123.2702242
(2015) Balancing multiplayer first-person shooter games using aiming assistance, Conference Proceedings - 2014 IEEE Games, Media, Entertainment Conference, IEEE GEM 2014, doi:10.1109/GEM.2014.7048086
(2015) Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks, Proceedings - Graphics Interface 2015-June
(2015) Statsplorer: Guiding Novices in Statistical Analysis ChatWacharamanotham, Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15 Vienna, Au(6)
(2015) Discouraging sedentary behaviors using interactive play, Interactions 22(3), doi:10.1145/2744707
(2015) The Effects of Adding Premise and Backstory to Psychological Tasks, Conference on Human Factors in Computing Systems - Proceedings
(2015) Message from the papers chairs, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
(2015) The false dichotomy between positive and negative affect in game play, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2793107.2810258
(2015) Designing wheelchair-based movement games, ACM Transactions on Accessible Computing 6(2), doi:10.1145/2724729
(2015) How Person-Centric Traits Moderate the Influence of Needs Satisfaction on Player Engagement with Games, CHI'15 Workshop "Crossing Domains: Diverse Perspectives on Players"
(2015) Manipulating leaderboards to induce player experience, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2793107.2793138
(2015) Long-term use of motion-based video games in care home settings, Conference on Human Factors in Computing Systems - Proceedings 2015-April, doi:10.1145/2702123.2702125
(2015) Gender, age, and responsiveness to cialdini’s persuasion strategies, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 9072, doi:10.1007/978-3-319-20306-5_14
(2015) Mobile gamification for crowdsourcing data collection: Leveraging the freemium model, Conference on Human Factors in Computing Systems - Proceedings 2015-April, doi:10.1145/2702123.2702296
(2015) Mobile Gamification for Experiment Data Collection : Leveraging the Freemium Model, Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2015)
(2015) How self-esteem shapes our interactions with play technologies, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2793107.2793111
(2015) Modeling motivation in a social network game using player-centric traits and personality traits, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 9146, doi:10.1007/978-3-319-20267-9_2
(2015) Iterative design of an augmented reality game and level-editing tool for use in the classroom, Conference Proceedings - 2014 IEEE Games, Media, Entertainment Conference, IEEE GEM 2014, doi:10.1109/GEM.2014.7048093
(2015) Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game, Conference Proceedings - 2014 IEEE Games, Media, Entertainment Conference, IEEE GEM 2014, doi:10.1109/GEM.2014.7048094
(2015) A metric for automatically flagging problem levels in games from prototype walkthrough data, ACADEMICMINDTREK 2015 - Proceedings of the 19th International Academic Mindtrek Conference, doi:10.1145/2818187.2818281
(2015) Gemini redux: Understanding player perception of accumulated context, Conference Proceedings - 2014 IEEE Games, Media, Entertainment Conference, IEEE GEM 2014, doi:10.1109/GEM.2014.7048100
(2015) Mobile gamification for crowdsourcing data collection: Leveraging the freemium model, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2702123.2702296
(2015) Mobile Gamification for Crowdsourcing Data Collection, doi:10.1145/2702123.2702296
(2015) Modeling motivation in a social network game using player-centric traits and personality traits, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-319-20267-9_2
(2015) Long-term use of motion-based video games in care home settings, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2702123.2702125
(2015) Now you can compete with anyone: Balancing players of different skill levels in a first-person shooter game, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2702123.2702242
(2015) Gender, age, and responsiveness to cialdini’s persuasion strategies, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-319-20306-5_14
(2015) Manipulating leaderboards to induce player experience, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2793107.2793138
(2015) The false dichotomy between positive and negative affect in game play, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2793107.2810258
(2015) Mobile Gamification for Experiment Data Collection : Leveraging the Freemium Model, Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2015)
(2014) Improving player balancing in racing games, CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, p. 47-56, Association for Computing Machinery, Inc, doi:10.1145/2658537.2658701
(2014) The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games, Conference on Human Factors in Computing Systems - Proceedings, p. 937-946, Association for Computing Machinery, doi:10.1145/2556288.2557308
(2014) How Players value their characters in world of warcraft, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, p. 1333-1343, Association for Computing Machinery, doi:10.1145/2531602.2531661
(2014) The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2556288.2557308
(2014) How Players value their characters in world of warcraft, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/2531602.2531661
(2014) Improving player balancing in racing games, CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2658537.2658701
(2014) BrainHex: A neurobiological gamer typology survey, Entertainment Computing 5(1), doi:10.1016/j.entcom.2013.06.002
(2014) Modeling the efficacy of persuasive strategies for different gamer types in serious games for health, User Modeling and User-Adapted Interaction 24(5), doi:10.1007/s11257-014-9149-8
(2014) The effects of embodied persuasive games on player attitudes toward people using wheelchairs, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2556288.2556962
(2014) Developing culturally relevant design guidelines for encouraging healthy eating behavior, International Journal of Human Computer Studies 72(2), doi:10.1016/j.ijhcs.2013.08.012
(2014) Effects of skill balancing for physical abilities on player performance, experience and self-esteemin exergames, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2556288.2556963
(2014) Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia, CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2658537.2661322
(2014) Designing Games to Discourage Sedentary Behaviour, doi:10.1007/978-981-4560-96-2_12
(2014) Decreasing sedentary behaviours in pre-adolescents using casual exergames at school, CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2658537.2658693
(2014) Custom-designed motion-based games for older adults: A review of literature in human-computer interaction, Gerontechnology 12(2), doi:10.4017/gt.2013.12.2.001.00
(2014) Learning to measure influence in a scientific social network, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 8436 LNAI, doi:10.1007/978-3-319-06483-3_4
(2014) Designing Games to Discourage Sedentary Behaviour, doi:10.1007/978-981-4560-96-2_12
(2014) Effects of skill balancing for physical abilities on player performance, experience and self-esteemin exergames, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2556288.2556963
(2014) Custom-designed motion-based games for older adults: A review of literature in human-computer interaction, Gerontechnology, doi:10.4017/gt.2013.12.2.001.00
(2014) The effects of embodied persuasive games on player attitudes toward people using wheelchairs, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2556288.2556962
(2014) Modeling the efficacy of persuasive strategies for different gamer types in serious games for health, User Modeling and User-Adapted Interaction, doi:10.1007/s11257-014-9149-8
(2014) How Players value their characters in world of warcraft, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/2531602.2531661
(2014) The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2556288.2557308
(2014) BrainHex: A neurobiological gamer typology survey, Entertainment Computing, doi:10.1016/j.entcom.2013.06.002
(2014) Developing culturally relevant design guidelines for encouraging healthy eating behavior, International Journal of Human Computer Studies, doi:10.1016/j.ijhcs.2013.08.012
(2013) Sometimes when we touch: How arm embodiments change reaching and coordination on digital tables, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, p. 193-202, doi:10.1145/2441776.2441799
(2013) The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments, Conference on Human Factors in Computing Systems - Proceedings, p. 1891-1900, doi:10.1145/2470654.2466250
(2013) The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2470654.2466250
(2013) Sometimes when we touch: How arm embodiments change reaching and coordination on digital tables, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/2441776.2441799
(2013) Analysis and comparison of target assistance techniques for relative ray-cast pointing, International Journal of Human Computer Studies 71(5), doi:10.1016/j.ijhcs.2012.12.006
(2013) Departamento de COMPUTACIÓN, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 28(1)
(2013) Gamifying behaviour that leads to learning, ACM International Conference Proceeding Series, doi:10.1145/2583008.2583021
(2013) Posture Training with Real-time Visual Feedback, Conference on Human Factors in Computing Systems - Proceedings 2013-April, doi:10.1145/2468356.2479629
(2013) LunchTime: A slow-casual game for long-term dietary behavior change, Personal and Ubiquitous Computing 17(6), doi:10.1007/s00779-012-0590-6
(2013) Tailoring persuasive health games to gamer type, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2470654.2481341
(2013) The design and evaluation of a classroom exergame, ACM International Conference Proceeding Series, doi:10.1145/2583008.2583013
(2013) Control your game-self: Effects of controller type on enjoyment, motivation, and personality in game, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2470654.2470752
(2013) KINECTWheels: Wheelchair-Accessible Motion-Based Game Interaction, Conference on Human Factors in Computing Systems - Proceedings 2013-April, doi:10.1145/2468356.2479634
(2013) Wheelchair-based game design for older adults, Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS 2013, doi:10.1145/2513383.2513436
(2013) The effects of graphical fidelity on player experience, Proceedings of the 17th International Academic MindTrek Conference: "Making Sense of Converging Media", MindTrek 2013, doi:10.1145/2523429.2523473
(2013) Games as neurofeedback training for children with FASD, ACM International Conference Proceeding Series, doi:10.1145/2485760.2485762
(2013) Is movement better? Comparing sedentary and motion-based game controls for older adults, Proceedings - Graphics Interface
(2013) Deconstructing the touch experience, ITS 2013 - Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces, doi:10.1145/2512349.2512819
(2013) Modeling gender differences in healthy eating determinants for persuasive intervention design, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7822 LNCS, doi:10.1007/978-3-642-37157-8_20
(2013) KINECTWheels: Wheelchair-Accessible Motion-Based Game Interaction, Conference on Human Factors in Computing Systems - Proceedings 2013-April, doi:10.1145/2468356.2479609
(2013) KINECT wheels , doi:10.1145/2468356.2479609
(2013) Games as Neurofeedback Training for Kids with FASD, Interaction Design and Children
(2013) Wheelchair-based game design for older adults, Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS 2013, doi:10.1145/2513383.2513436
(2013) Posture Training with Real-time Visual Feedback, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2468356.2479629
(2013) Control your game-self, doi:10.1145/2470654.2470752
(2013) KINECTWheels: Wheelchair-Accessible Motion-Based Game Interaction, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2468356.2479634
(2013) Deconstructing the touch experience, ITS 2013 - Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces, doi:10.1145/2512349.2512819
(2013) Is movement better? Comparing sedentary and motion-based game controls for older adults, Proceedings - Graphics Interface
(2013) Analysis and comparison of target assistance techniques for relative ray-cast pointing, International Journal of Human Computer Studies, doi:10.1016/j.ijhcs.2012.12.006
(2013) Control your game-self: Effects of controller type on enjoyment, motivation, and personality in game, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2470654.2470752
(2013) Sometimes when we touch: How arm embodiments change reaching and coordination on digital tables, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/2441776.2441799
(2013) Modeling gender differences in healthy eating determinants for persuasive intervention design, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-642-37157-8_20
(2013) Gamifying behaviour that leads to learning, ACM International Conference Proceeding Series, doi:10.1145/2583008.2583021
(2013) The design and evaluation of a classroom exergame, ACM International Conference Proceeding Series, doi:10.1145/2583008.2583013
(2013) Tailoring persuasive health games to gamer type, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2470654.2481341
(2013) The effects of graphical fidelity on player experience, Proceedings of the 17th International Academic MindTrek Conference: "Making Sense of Converging Media", MindTrek 2013, doi:10.1145/2523429.2523473
(2013) LunchTime: A slow-casual game for long-term dietary behavior change, Personal and Ubiquitous Computing, doi:10.1007/s00779-012-0590-6
(2012) Analysing Social Metrics in an Online Game Site, Grand 2012
(2012) "I'm just here to play games": Social dynamics and sociality in an online game site, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/2145204.2145289
(2012) Motion-Based Game Design for Older Adults, Gerontologist
(2012) Full-body motion-based game interaction for older adults, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2207676.2208324
(2012) The acute cognitive benefits of casual exergame play, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2207676.2208323
(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, ISMIR 2012
(2012) iEpi: An end to end solution for collecting, conditioning and utilizing epidemiologically relevant data, Proceedings of the International Symposium on Mobile Ad Hoc Networking and Computing (MobiHoc), doi:10.1145/2248341.2248345
(2012) Turning off-the-shelf games into biofeedback games, ASSETS'12 - Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility, doi:10.1145/2384916.2384952
(2012) Towards an Effective Health Interventions Design: An Extension of the Health Belief Model, Online Journal of Public Health Informatics 4(3), doi:10.5210/ojphi.v4i3.4321
(2012) Emotional response and visual attention to non-photorealistic images, Computers and Graphics (Pergamon) 36(6), doi:10.1016/j.cag.2012.03.039
(2012) Creating and interpreting abstract visualizations of emotion, Proceedings - Graphics Interface
(2012) Towards a data-driven approach to intervention design: A predictive path model of healthy eating determinants, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7284 LNCS, doi:10.1007/978-3-642-31037-9_18
(2012) An in-situ study of real-life listening context, Proceedings of the 9th Sound and Music Computing Conference, SMC 2012
(2012) EMOuse : Emotional gaming mouse Supervisors :, Conference proceedings : ... Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Conference 10(1)
(2012) The acute cognitive benefits of casual exergame play, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2207676.2208323
(2012) Emotional response and visual attention to non-photorealistic images, Computers and Graphics (Pergamon), doi:10.1016/j.cag.2012.03.039
(2012) "I'm just here to play games": Social dynamics and sociality in an online game site, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/2145204.2145289
(2012) Creating and interpreting abstract visualizations of emotion, Proceedings - Graphics Interface
(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, ISMIR 2012
(2012) Towards a data-driven approach to intervention design: A predictive path model of healthy eating determinants, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-642-31037-9_18
(2012) Full-body motion-based game interaction for older adults, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/2207676.2208324
(2012) Towards an Effective Health Interventions Design: An Extension of the Health Belief Model, Online Journal of Public Health Informatics, doi:10.5210/ojphi.v4i3.4321
(2011) Calibration games: Making calibration tasks enjoyable by adding motivating game elements, UIST'11 - Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, doi:10.1145/2047196.2047248
(2011) Target assistance for subtly balancing competitive play, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1979287
(2011) Calibration games, doi:10.1145/2047196.2047248
(2011) Ubiquitous cursor: A comparison of direct and indirect pointing feedback in multi-display environments, Proceedings - Graphics Interface
(2011) Effects of view, input device, and track width on video game driving, Proceedings - Graphics Interface
(2011) Playing digital games will make you a better human being, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972, doi:10.1007/978-3-642-24500-8_70
(2011) Biofeedback game design: Using direct and indirect physiological control to enhance game interaction, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1978958
(2011) BrainHex: Preliminary results from a neurobiological gamer typology survey, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972 LNCS, doi:10.1007/978-3-642-24500-8_31
(2011) Identifying emotional states using keystroke dynamics, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1979046
(2011) GrabApple: The design of a casual exergame, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972 LNCS, doi:10.1007/978-3-642-24500-8_5
(2011) Influencing experience: The effects of reading game reviews on player experience, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972 LNCS, doi:10.1007/978-3-642-24500-8_10
(2011) Brain and body interfaces: Designing for meaningful interaction, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1979742.1979591
(2011) Gemini: A pervasive accumulated context exergame, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 6972 LNCS, doi:10.1007/978-3-642-24500-8_8
(2011) The effects of intended use on target acquisition, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1979182
(2011) Evaluation of emotional response to non-photorealistic images, NPAR Symposium on Non-Photorealistic Animation and Rendering, doi:10.1145/2024676.2024678
(2011) The impact of negative game reviews and user comments on player experience, ACM SIGGRAPH 2011 Game Papers, SIGGRAPH'11, doi:10.1145/2037692.2037697
(2011) Hearing is believing: Evaluating ambient audio for location-based games, ACM International Conference Proceeding Series, doi:10.1145/2071423.2071463
(2011) Target assistance for subtly balancing competitive play, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1979287
(2011) Evaluation of emotional response to non-photorealistic images, NPAR Symposium on Non-Photorealistic Animation and Rendering, doi:10.1145/2024676.2024678
(2011) Biofeedback game design, doi:10.1145/1978942.1978958
(2011) Biofeedback game design: Using direct and indirect physiological control to enhance game interaction, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1978958
(2011) Influencing experience: The effects of reading game reviews on player experience, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-642-24500-8_10
(2011) The impact of negative game reviews and user comments on player experience, ACM SIGGRAPH 2011 Game Papers, SIGGRAPH'11, doi:10.1145/2037692.2037697
(2011) GrabApple: The design of a casual exergame, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-642-24500-8_5
(2011) BrainHex: Preliminary results from a neurobiological gamer typology survey, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), doi:10.1007/978-3-642-24500-8_31
(2011) Calibration games: Making calibration tasks enjoyable by adding motivating game elements, UIST'11 - Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, doi:10.1145/2047196.2047248
(2011) The effects of intended use on target acquisition, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1979182
(2011) Identifying emotional states using keystroke dynamics, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1978942.1979046
(2010) Useful junk? The effects of visual embellishment on comprehension and memorability of charts, Conference on Human Factors in Computing Systems - Proceedings 4, doi:10.1145/1753326.1753716
(2010) Useful junk?, doi:10.1145/1753326.1753716
(2010) PBSG : State of The Polar Bear, Proceedings of the SIGCHI conference on Human factors in computing systems common ground - CHI '96 16(6)
(2010) Individual and Group Support in Tabletop Interaction Techniques, doi:10.1007/978-1-84996-113-4_13
(2010) A comparison of techniques for in-place toolbars, Proceedings - Graphics Interface
(2010) Designing Affective Games with Physiological Input, Proceedings of Fun and Games BiosPlay Workshop 2010 42(5)
(2010) Brain, body and bytes: Psychophysiological user interaction, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1753846.1754167
(2010) Critic-Proofing: Robust Validation Through Data-Mining, Proceedings of Fun and Games 2010
(2010) PiNiZoRo: A GPS-based exercise game for families, Future Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology, doi:10.1145/1920778.1920817
(2010) Critic-proofing: How using critic reviews and game genres can refine heuristic evaluations, Future Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology, doi:10.1145/1920778.1920786
(2010) Designing Affective Games with Physiological Input, Proceedings of Fun and Games BiosPlay Workshop 2010
(2010) Useful junk? The effects of visual embellishment on comprehension and memorability of charts, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1753326.1753716
(2010) Critic-proofing: How using critic reviews and game genres can refine heuristic evaluations, Future Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology, doi:10.1145/1920778.1920786
(2009) Investigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray Casting, Technical Report 3-2009, Department of Computer Science, University of Saskatchewan
(2009) Character sharing in World of Warcraft, ECSCW 2009 - Proceedings of the 11th European Conference on Computer Supported Cooperative Work, doi:10.1007/978-1-84882-854-4_20
(2009) Looking ahead: A comparison of page preview techniques for goal-directed web navigation, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5726 LNCS(PART 1), doi:10.1007/978-3-642-03655-2_42
(2009) Game Metrics and Biometrics : The Future of Player Experience Research, games
(2009) An evaluation of coordination techniques for protecting objects and territories in tabletop groupware, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1518701.1519025
(2009) An evaluation of coordination techniques for protecting objects and territories in tabletop groupware, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1518701.1519025
(2009) Game Metrics and Biometrics : The Future of Player Experience Research, games
(2008) Targeting across displayless space, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1357054.1357178
(2008) 【E9-4】Modeling User Emotion in Interactive Play Environments: A Fuzzy Physiological Approach, Measuring Behavior 2008
(2008) A physiological approach for continuously modeling user emotion in interactive play environments, Measuring Behavior 2008
(2008) Using job-shop scheduling tasks for evaluating collocated collaboration, Personal and Ubiquitous Computing 12(3), doi:10.1007/s00779-007-0154-3
(2008) Measuring affect in HCI: Going beyond the individual, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1358628.1358952
(2008) Comparing content and input redirection in MDEs, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/1460563.1460588
(2008) Integrating cumulative context into computer games, ACM Future Play 2008 International Academic Conference on the Future of Game Design and Technology, Future Play: Research, Play, Share, doi:10.1145/1496984.1497036
(2008) Physiological measures for game evaluation, Game Usability: Advancing the Player Experience, doi:10.1201/b14580
(2008) Measuring affect in hci, doi:10.1145/1358628.1358952
(2008) Targeting across displayless space, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1357054.1357178
(2008) A physiological approach for continuously modeling user emotion in interactive play environments, Measuring Behavior 2008
(2008) 【E9-4】Modeling User Emotion in Interactive Play Environments: A Fuzzy Physiological Approach, Measuring Behavior 2008
(2008) Comparing content and input redirection in MDEs, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/1460563.1460588
(2008) Physiological measures for game evaluation, Game Usability: Advancing the Player Experience, doi:10.1201/b14580
(2007) A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies, International Journal of Human Computer Studies 65(4), doi:10.1016/j.ijhcs.2006.11.011
(2007) What are PCBS?, Japan Fund for the Global Environment
(2007) A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies, International Journal of Human Computer Studies, doi:10.1016/j.ijhcs.2006.11.011
(2007) What are PCBS?, Japan Fund for the Global Environment
(2006) Using psychophysiological techniques to measure user experience with entertainment technologies, Behaviour and Information Technology 25(2), doi:10.1080/01449290500331156
(2006) Integrating point and touch for interaction with digital tabletop displays, IEEE Computer Graphics and Applications 26(5), doi:10.1109/MCG.2006.110
(2006) A continuous and objective evaluation of emotional experience with interactive play environments, Conference on Human Factors in Computing Systems - Proceedings 2, doi:10.1145/1124772.1124926
(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'06 2006, doi:10.1109/TABLETOP.2006.10
(2006) User Perceptions` of Email Privacy, Behavior And Information Technology 25(2)
(2006) Smart sticky widgets: Pseudo-haptic enhancements for multi-monitor displays, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4073 LNCS, doi:10.1007/11795018_18
(2006) A continuous and objective evaluation of emotional experience with interactive play environments, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1124772.1124926
(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'06, doi:10.1109/TABLETOP.2006.10
(2006) Using psychophysiological techniques to measure user experience with entertainment technologies, Behaviour and Information Technology, doi:10.1080/01449290500331156
(2005) Pervasive games: bringing computer entertainment back to the real world, Computers in Entertainment 3(3), doi:10.1145/1077246.1077257
(2005) Exploring Display Factors that Influence Co-Located Collaboration: Angle, Size, Number, and User Arrangement, Proceedings of HCI international 2005
(2005) Pervasive games, Computers in Entertainment 3(3), doi:10.1145/1077246.1077257
(2005) TractorBeam selection aids: Improving target acquisition for pointing input on tabletop displays, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 3585 LNCS, doi:10.1007/11555261_10
(2005) TractorBeam: Seamless integration of local and remote pointing for tabletop displays, Proceedings - Graphics Interface
(2005) Sticky widgets: Pseudo-haptic widget enhancements for multi-monitor displays, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/1056808.1056981
(2005) TractorBeam: Seamless integration of local and remote pointing for tabletop displays, Proceedings - Graphics Interface
(2005) Exploring Display Factors that Influence Co-Located Collaboration: Angle, Size, Number, and User Arrangement, Proceedings of HCI international
(2005) Pervasive games: bringing computer entertainment back to the real world, Computers in Entertainment, doi:10.1145/1077246.1077257
(2005) Pervasive games, Computers in Entertainment, doi:10.1145/1077246.1077257
(2004) Methodology for evaluating collaboration behaviour in co-located environments, Proceedings of the ACM …
(2004) Physiological indicators for the evaluation of co-located collaborative play, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/1031607.1031625
(2004) Using Physiological Indicators as Metrics of Collaboration, CSCW Workshop on Methodologies for Evaluating Collaboration in Co-Located Environments
(2004) Objectively evaluating entertainment technology, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/985921.985977
(2004) Methodology for evaluating collaboration behaviour in co-located environments, Proceedings of the ACM …
(2004) Objectively evaluating entertainment technology, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/985921.985977
(2004) Physiological indicators for the evaluation of co-located collaborative play, Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, doi:10.1145/1031607.1031625
(2003) System Guidelines for Co-located, Collaborative Work on a Tabletop Display, ECSCW 2003, doi:10.1007/978-94-010-0068-0_9
(2003) System Guidelines for Co-located, Collaborative Work on a Tabletop Display, ECSCW 2003, doi:10.1007/978-94-010-0068-0_9
(2002) Exploring Hybrid Board/Video Games Regan, CHI '02 extended abstracts on Human factors in computing systems - CHI '02(January)
(2002) Special issue on ubiquitous games, Personal and Ubiquitous Computing 6(5-6), doi:10.1007/s007790200040
(2002) False prophets: Exploring hybrid board/video games, Conference on Human Factors in Computing Systems - Proceedings
(2002) Understanding children's interactions in synchronous shared environments, doi:10.3115/1658616.1658664
(2002) Understanding children's interactions in synchronous shared environments, doi:10.3115/1658616.1658664
(2002) Special issue on ubiquitous games, Personal and Ubiquitous Computing, doi:10.1007/s007790200040
(2002) False prophets: Exploring hybrid board/video games, Conference on Human Factors in Computing Systems - Proceedings
(2001) Supporting children's collaboration across handheld computers, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/634067.634219
(2001) Supporting children's collaboration across handheld computers, doi:10.1145/634218.634219
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