Deceptive Design in Games
Our study reveals nine deceptive design patterns in Overwatch's transition to free-to-play, emphasizing the need for balanced player investment, fairness, and transparent communication in the evolving games industry.
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Our study reveals nine deceptive design patterns in Overwatch's transition to free-to-play, emphasizing the need for balanced player investment, fairness, and transparent communication in the evolving games industry.
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
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
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.
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