Projects

Research Impact

Exergames
HCI Games Group
Generative AI
Generative AI fundamentally shifts the dynamic between human and machine. It is not just about making machines easier to use anymore; it is about making them creative partners. Think about AI-generated content in art, writing, software development—AI is learning how to adapt and respond to human needs on the
User Experience (UX)
User Experience (UX) describes a user’s perceptions and responses while interacting with a designed product, system, or service. Since we cannot control an individual’s perceptions and responses to a design, it is important to understand their needs so that we can design for and serve them. Our lab focuses on
HCI for Games
HCI for Games is a subfield of human-computer interaction that focuses on designing and evaluating interactive games. It aims to create enjoyable, engaging, and meaningful gaming experiences by understanding user needs, preferences, and behaviours. Projects: Deceptive Game Design in Virtual RealityWe developed a VR Deceptive Game Design Assessment Guide as

Current Projects

The Great AI Witch Hunt: Reviewers’ Perception and (Mis)conception
Study reveals AI-assisted writing enhances readability but may miss critical insights, ‘human touch’. It advocates for reviewers’ focus on research quality and unbiased judgment, regardless of writing tools used.
From Motivating to Manipulative: The Use of Deceptive Design in a Game’s Free-to-Play Transition
Project Description Over the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a game’s transition to F2P and its impacts on players. Our analysis focuses on game mechanics and a Reddit analysis of the
Multimedia Showdown in Gather Town
Tired of boring online meetings? We’re testing video, audio, & avatars to find the perfect mix. Early results show avatars boost engagement. Stay tuned for our findings on how to make meetings awesome.
Embodiment in SVR
In Social Virtual Reality (SVR), mediated social communication blends with simulated virtual environments and bodies.
Using AI-Supported Onboarding Systems in Video Games to Improve Player Experience
Video games face the challenge of providing onboarding that motivates new players to engage with a game beyond their initial experience.
Presence in SVR
Social Virtual Reality (SVR) allows real individuals to communicate and engage in simulated physical environments and activities.
Systematic Analysis of Presence Studies
Presence, as a psychological state, is typically assessed using questionnaires. While many researchers in this field assume that these self-report instruments are standardized, the reliability of such questionnaires remains uncertain.
Social VR User Traits
Social Virtual Reality (SVR) consists of multi-user digital platforms that afford various co-located activities and collaborations in simulated environments.
Purchase And Play
This project aims to identify key factors influencing tabletop game purchasing decisions by conducting a qualitative analysis of player perspectives.

Completed Projects

Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
We developed a VR Deceptive Game Design Assessment Guide as our deductive codebook method for comparing deceptive design in computer and VR games. We adopted Gray et al. [1]’s ontology of deceptive designs as our starting point as it is the most recent and comprehensive framework at the time
Exergetic: An innovative digital solution to individually improve physical and cognitive functions using an exergame (video game-based) training in an ecologically valid and safe setting for the geriatric population
As the Canadian partner in this consortium, the HCI Games Group will focus on foundational research and usability studies to determine users’ needs and preferences for the context of an exergame for older adults. Under the supervision of Prof. Dr. Lennart Nacke, a group of postdoctoral, graduate and undergraduate researchers
Affective Evaluation of Games & Interactive Media
Evaluating user experience with affective measures is a field of growing importance in the human factors domain, because the emotional effects of engaging technology, such as movies, mobile networked devices, games and new media, are not well understood. Within this research theme, we are developing and validating robust new methods
SWaGUR: Saskatchewan-Waterloo Games User Research
The Saskatchewan-Waterloo Games User Research (SWaGUR) program brings together 11 researchers from 7 departments at the Universities of Waterloo and Saskatchewan with the long-term goal of training 85 HQP in GUR in an interdisciplinary environment in collaboration with our industrial partners to serve the needs of an important part of