Reviewing interventions to address misinformation: the need to expand our vision beyond an individualistic focus

Z Aghajari, EPS Baumer, D DiFranzo - … of the ACM on Human-Computer …, 2023 - dl.acm.org
Prior work has identified a variety of factors that drive the way people identify and respond to
misinformation. Such factors include confirmation bias, perceived credibility of the …

Characterising soundscape research in human-computer interaction

SS Johansen, N Van Berkel, J Fritsch - Proceedings of the 2022 ACM …, 2022 - dl.acm.org
'Soundscapes' are an increasingly active topic in Human-Computer Interaction (HCI) and
interaction design. From mapping acoustic environments through sound recordings to …

Off-peak: An examination of ordinary player experience

A Tyack, ED Mekler - Proceedings of the 2021 CHI Conference on …, 2021 - dl.acm.org
Videogames' increasing cultural relevance and suffusion into everyday use contexts
suggests they can no longer be considered novelties. Broadly speaking, games research at …

Restorative play: Videogames improve player wellbeing after a need-frustrating event

A Tyack, P Wyeth, D Johnson - Proceedings of the 2020 CHI conference …, 2020 - dl.acm.org
People often use videogames to restore wellbeing after negative experiences in day-to-day
life. Although some research suggests that play can restore wellbeing, few studies have …

Exploring Curiosity in Games: A Framework and Questionnaire Study of Player Perspectives

Z Tang, B Kirman - International Journal of Human–Computer …, 2024 - Taylor & Francis
In game design, curiosity is often a critical driver of player engagement, yet its complex role
in influencing player experience remains underexplored. The present study aims to …

An educational virtual reality game for learning historical events

H Zhang, L Cao, G Howell, D Schwartz, C Peng - Virtual Reality, 2023 - Springer
This work presents the design, development, and evaluation of an exploration-based
educational VR game for learning about historical Apollo lunar roving missions. The design …

I Don't Feel at Home in this Game Anymore

K Aller - A Closer Look at Uncanny Atmospheres in Walking …, 2022 - degruyter.com
“Is this game really scary?” 1 asks steam user Ybnal on the community forum of the game
distribution platform Steam.“I want to try [it] but seeing [the trailer] I see it has a scary/horror …

A Review of Game Design Techniques for Evoking and Managing Curiosity

Y Zhu - International Conference on ArtsIT, Interactivity and …, 2023 - Springer
Curiosity is essential for learning and discovery and is a key motivational factor for playing
games. As a complex psychological phenomenon, curiosity has been studied extensively in …

[PDF][PDF] Mechanics & Materialities: WORLD4 and the Effort of Looking in Videogames

A Muscat - Proceedings of DiGRA Australia, 2020 - academia.edu
Mechanics & Materialities: WORLD4 and the Effort of Looking in Videogames Page 1
Proceedings of DiGRA Australia 2020 © 2020 Authors & Digital Games Research …

Walking Curricular Paths in the Virtual: The Stanley Parable and Minecraft

N Lee, K Morimoto - Walking with A/r/tography, 2022 - Springer
This writing explores the educative potential of walking in virtual spaces and how it can
activate conceptual and philosophical considerations in personal, critical, intellectual, and …