Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns | 0 | 0.34 | 2022 |
Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games | 0 | 0.34 | 2022 |
Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews | 0 | 0.34 | 2022 |
Self-Determination Theory in HCI: Shaping a Research Agenda | 0 | 0.34 | 2022 |
Are You Open? A Content Analysis of Transparency and Openness Guidelines in HCI Journals | 0 | 0.34 | 2021 |
Automatic Similarity Detection in LEGO Ducks. | 0 | 0.34 | 2020 |
Casual Creators in the Wild - A Typology of Commercial Generative Creativity Support Tools. | 0 | 0.34 | 2020 |
Studying General Agents in Video Games from the Perspective of Player Experience. | 0 | 0.34 | 2020 |
Reconstructing Creative Lego Models. | 0 | 0.34 | 2020 |
"One Of The Baddies All Along": Moments That Challenge A Player'S Perspective | 0 | 0.34 | 2019 |
Influencers in Multiplayer Online Shooters - Evidence of Social Contagion in Playtime and Social Play. | 1 | 0.36 | 2019 |
Ethereum Crypto-Games: Mechanics, Prevalence And Gambling Similarities | 1 | 0.35 | 2019 |
The Role Of Uncertainty In Moment-To-Moment Player Motivation: A Grounded Theory | 1 | 0.35 | 2019 |
Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild | 1 | 0.35 | 2019 |
Alibis For Adult Play: A Goffmanian Account Of Escaping Embarrassment In Adult Play | 3 | 0.41 | 2018 |
Intrinsic elicitation: a model and design approach for games collecting human subject data. | 0 | 0.34 | 2018 |
Why game designers should study magic. | 0 | 0.34 | 2018 |
Uses and Gratifications of Initiating Use of Gamified Learning Platforms. | 0 | 0.34 | 2018 |
Curious users of casual creators. | 0 | 0.34 | 2018 |
How Multidisciplinary Is Gamification Research? Results From A Scoping Review | 1 | 0.35 | 2017 |
Mixed-Initiative Creative Interfaces. | 0 | 0.34 | 2017 |
The Pyrrhic Victory Of Game Studies: Assessing The Past, Present, And Future Of Interdisciplinary Game Research | 0 | 0.34 | 2017 |
The maturing of gamification research. | 25 | 1.37 | 2017 |
Adapting Cognitive Task Analysis To Elicit The Skill Chain Of A Game | 1 | 0.41 | 2017 |
How To Do Gameful Design | 0 | 0.34 | 2017 |
Desperately Seeking Theory: Gamification, Design, Data, Machine Learning, and the Promise of Double Loop Learning Systems. | 1 | 0.38 | 2016 |
Contextual Autonomy Support in Video Game Play: A Grounded Theory. | 5 | 0.47 | 2016 |
Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness. | 3 | 0.44 | 2016 |
The Joys of Absence: Emotion, Emotion Display and Interaction Tension in Video Game Play. | 3 | 0.44 | 2015 |
Embarrassing Interactions | 3 | 0.40 | 2015 |
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design | 54 | 1.73 | 2015 |
Gamifying Research: Strategies, Opportunities, Challenges, Ethics | 0 | 0.34 | 2015 |
Designing gamification: creating gameful and playful experiences | 36 | 2.64 | 2013 |
Gamification @ work | 4 | 0.66 | 2013 |
Gamification: designing for motivation | 87 | 4.52 | 2012 |
Social game studies at CHI 2011 | 7 | 0.53 | 2011 |
From game design elements to gamefulness: defining "gamification" | 847 | 52.15 | 2011 |
Gamification. using game-design elements in non-gaming contexts | 322 | 25.13 | 2011 |
The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory [Extended Abstract] | 0 | 0.34 | 2009 |