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Video games as research instruments

Published: 10 April 2010 Publication History

Abstract

The workshop aims to help researchers share experience and expertise on the use of video games as research instruments in HCI and related disciplines. It will focus on existing uses, methodologies, results and issues with using video games, and is expected to lead to a better shared understanding of their current and future use across a variety of disciplines.

References

[1]
Back, J., Cheng, W, Dann, R., Curzon, P., & Blandford, A. (2006). Does being motivated to avoid procedural errors influence their systematicity? People and Computers XX -- Engage Proceedings of HCI 2006 (Vol. 1).
[2]
Seah, M. and Cairns, P. (2008) From Immersion to addiction in videogames. In England, D. and Beale, R. (Eds) Proc. of HCI 2008, vol 1 BCS, 55--63.
[3]
Calvillo-Gámez, E., Cairns, P. and Cox, A. (2009) From the Gaming Experience to the Wider User Experience. In Blackwell, A. (Ed.) Proc. of BCS HCI 2009.

Cited By

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  • (2023)Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD)Information10.3390/info1408046414:8(464)Online publication date: 17-Aug-2023
  • (2020)Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and ApproachesSustainability10.3390/su1220850812:20(8508)Online publication date: 15-Oct-2020
  • (2015)Providing Career Guidance to Adolescents through Digital GamesGamification10.4018/978-1-4666-8200-9.ch100(1975-1989)Online publication date: 31-Mar-2015
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Published In

cover image ACM Conferences
CHI EA '10: CHI '10 Extended Abstracts on Human Factors in Computing Systems
April 2010
2219 pages
ISBN:9781605589305
DOI:10.1145/1753846

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 April 2010

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Author Tags

  1. experience
  2. experimental design
  3. video games

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  • Tutorial

Conference

CHI '10
Sponsor:

Acceptance Rates

CHI EA '10 Paper Acceptance Rate 350 of 1,346 submissions, 26%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

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Cited By

View all
  • (2023)Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD)Information10.3390/info1408046414:8(464)Online publication date: 17-Aug-2023
  • (2020)Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and ApproachesSustainability10.3390/su1220850812:20(8508)Online publication date: 15-Oct-2020
  • (2015)Providing Career Guidance to Adolescents through Digital GamesGamification10.4018/978-1-4666-8200-9.ch100(1975-1989)Online publication date: 31-Mar-2015
  • (2014)Providing Career Guidance to Adolescents through Digital GamesInternational Journal of Game-Based Learning10.4018/ijgbl.20141001044:4(58-70)Online publication date: 1-Oct-2014
  • (2014)A game-based learning approach to road safetyProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2556288.2557281(3389-3398)Online publication date: 26-Apr-2014
  • (2014)Facilitating Intuitive-Guided Learning in a Serious Game through Integration with a Learning Content Management SystemProceedings of the 2014 Eighth International Conference on Complex, Intelligent and Software Intensive Systems10.1109/CISIS.2014.37(265-272)Online publication date: 2-Jul-2014
  • (2013)Serious Gaming for Behavior ChangeIEEE Pervasive Computing10.1109/MPRV.2013.5412:3(48-55)Online publication date: 1-Jul-2013
  • (2011)Blended Game-Based Learning EnvironmentsProceedings of the 2011 Third International Conference on Intelligent Networking and Collaborative Systems10.1109/INCoS.2011.58(830-835)Online publication date: 30-Nov-2011
  • (2010)Improving children's self-report in user-centered evaluationsProceedings of the 9th International Conference on Interaction Design and Children10.1145/1810543.1810606(331-334)Online publication date: 9-Jun-2010

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