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Researching Affective Systems and Engaging Interactions

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GUR

A Chapter in Review: User Experience Maturity Levels

June 4, 2018 by Joe Tu

Written by Andrew Cen of the HCI Games Group. This post was not endorsed in any way by anyone but the author. Image taken from: Games User Research edited by Anders Drachen, Pejman Mirza-Babei, and Lennart E. Nacke. This blog post was NOT endorsed by the editors or authors of the Games User Research book. The following is …

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Games as a Service – the model of Microtransactions

March 13, 2018 by Karina Arrambide

  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 …

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CHI 2017 Impressions

August 4, 2017 by Gustavo Tondello

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). This …

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Collection Interfaces for Digital Game Objects

February 26, 2017 by Gustavo Tondello

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. The study aimed to understand what …

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Creatures of Habit — Examining Automatic Behaviour in Online Games

August 15, 2016 by Gustavo Tondello

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 …

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What is Gamification anyway?

July 25, 2016 by Gustavo Tondello

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 …

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Biosignal Datasets for Emotion Recognition

June 8, 2016 by Gustavo Tondello

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. For this purpose, …

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15 Ways Gamification Can Be Applied to Education

May 20, 2016 by Gustavo Tondello

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. Gamification does this by using “game design elements …

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Repidly: A Lightweight Tool for the Collaborative Analysis of Biosignals and Gameplay Videos

February 28, 2016 by Gustavo Tondello

Written by Mike Schaekermann of the HCI Games Group Analysing physiological biodata is often cumbersome, does often not have a fast turnaround and does not allow for collaborative annotation. In this blog post, I would like to present a lightweight collaborative web application that enables games user researchers, designers, and analysts to easily make use …

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