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- research-articleMay 2011
Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2937–2946https://doi.org/10.1145/1978942.1979378The need to provide effective mental health treatments for adolescents has been described as a global public health challenge [27]. In this paper we discuss the exploratory evaluations of the first adolescent intervention to fully integrate a computer ...
- research-articleMay 2011
Cat cat revolution: an interspecies gaming experience
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2661–2664https://doi.org/10.1145/1978942.1979331Despite owners' desires to include pets in their everyday activities, pets have yet to be included in the digital gaming experience. The Cat Cat Revolution (CCR) is a digital game of cat and mouse that allows cats to participate in play through a ...
- research-articleMay 2011
Data cracker: developing a visual game analytic tool for analyzing online gameplay
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2365–2374https://doi.org/10.1145/1978942.1979288Game analytics is a domain that focuses on the systems and methods used to analyze game-related data. In this paper we present how a visual game analytic tool can be developed to analyze player gameplay behavior. Our tool, Data Cracker, was built for ...
- research-articleMay 2011
Target assistance for subtly balancing competitive play
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2355–2364https://doi.org/10.1145/1978942.1979287In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although several mechanisms for accommodating different skill levels have been ...
- research-articleMay 2011
Evaluating the benefits of 3d stereo in modern video games
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2345–2354https://doi.org/10.1145/1978942.1979286We present a study that investigates user performance benefits of 3D stereo in modern video games. Based on an analysis of several video games that are best suited for use with commercial 3D stereo drivers and vision systems, we chose five modern titles ...
- research-articleMay 2011
Practical, appropriate, empirically-validated guidelines for designing educational games
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 1979–1988https://doi.org/10.1145/1978942.1979229There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate ...
- research-articleMay 2011
Playable data: characterizing the design space of game-y infographics
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 1717–1726https://doi.org/10.1145/1978942.1979193This work explores the intersection between infographics and games by examining how to embed meaningful visual analytic interactions into game mechanics that in turn impact user behavior around a data-driven graphic. In contrast to other methods of ...
- research-articleMay 2011
Placing a value on aesthetics in online casual games
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 1275–1278https://doi.org/10.1145/1978942.1979131Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains unclear. Seeking to estimate this value in two popular Flash games, we ...
- research-articleMay 2011
Do men heal more when in drag?: conflicting identity cues between user and avatar
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 773–776https://doi.org/10.1145/1978942.1979054Studies in the Proteus Effect have shown that users conform to stereotypes associated with their avatar's appearance. In this study, we used longitudinal behavioral data from 1,040 users in a virtual world to examine the behavioral outcome of ...
- research-articleMay 2011
Farmer's tale: a facebook game to promote volunteerism
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 581–584https://doi.org/10.1145/1978942.1979024Volunteering is an important activity that brings great benefits to societies. However, encouraging volunteerism is difficult due to the altruistic nature of volunteer activities and the high resource demand in carrying them out. We have created a ...
- research-articleMay 2011
Biofeedback game design: using direct and indirect physiological control to enhance game interaction
CHI '11: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 103–112https://doi.org/10.1145/1978942.1978958Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find ...