
Currently browsing items categorized as 'GUR' . . .


Games as a Service – the model of Microtransactions
Written by Karina Arrambide of the HCI Games Group. It is no surprise that video games today offer players the opportunity to buy extra content, loot boxes, skins, DLC or expansion packs. It is common that after players buy a game at full price, they start to see messages that encourage them to buy additional content . . . (Read More)
CHI 2017 Impressions
Attending conferences to present your own work and hear about the work of others is an important part of academic life. As HCI (human-computer interaction) researchers, one of the highlights of each one of our years is attending the top conference in our field, CHI (the ACM Conference on Human Factors in Computing Systems) . . . (Read More)
Collection Interfaces for Digital Game Objects
Written by Gustavo Tondello. The HCI Games Group collaborated with a research project that also involved the Play & Interactive Experiences for Learning Lab at the New Mexico State University and the University of California at Irvine to investigate player behaviour regarding the collection of digital objects in games . . . (Read More)
Creatures of Habit — Examining Automatic Behaviour in Online Games
Written by Mike Schaekermann. In everyday life, we seldom do things for the first time. Instead, a large part of our behaviour is determined by habits rather than conscious motivation [1]. Therefore, it is not unreasonable to assume that habitual behaviour may also be a strong determinant for what we do as players in online gaming environments . . . (Read More)
What is Gamification anyway?
You may have heard of word Gamification. It’s as much a buzzword as it is a new academic field. Many people are interested in what it is and how to use it effectively, but don’t know why it works. It’s clear why, since games excite us by driving our curiosity to discover something new. They make us feel accomplished when we overcome a difficult challenge or reach personal objectives . . . (Read More)
Biosignal Datasets for Emotion Recognition
Written by Mike Schaekermann. At the HCI Games Group, we love looking at emotion as a core driver of gameplay experience. One common technique used to find out how players experience a game prototype and what affective responses in-game interaction triggers, is to ask players how they feel after playing the game . . . (Read More)
15 Ways Gamification Can Be Applied to Education
Written by Melissa Stocco. A big challenge teachers face is presenting course material in a way that peaks their students’ interest and engages them to participate. Gamification is a technique teachers can use to get students involved in classroom activities and encourage them to learn course material . . . (Read More)