Now showing items 21-40 of 42

    • ABOVE WATER: Extending the Play Space for Health 

      Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)
      ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing ...
    • Engaging Children About Online Privacy Through Storytelling in an Interactive Comic 

      Zhang-Kennedy, Leah; Baig, Khadija; Chiasson, Sonia (Scienceopen, 2017-07)
      Children’s privacy is put at risk through online sharing of location-based information. We study the effectiveness of an educational interactive comic on improving 11- to 13-year-old children’s privacy knowledge and behaviour ...
    • Secure Comics: An Interactive Comic Series for Improving Cyber Security and Privacy 

      Zhang-Kennedy, Leah; Biddle, Robert; Chiasson, Sonia (Scienceopen, 2017-07)
      We designed, illustrated, and developed Secure Comics, an online educational interactive comic series about cyber security and privacy. The three-part comic was evaluated with adults and children, and had positive effects ...
    • Cyberheroes: An Interactive Ebook for Improving Children’s Online Privacy 

      Zhang-Kennedy, Leah; Chiasson, Sonia (Scienceopen, 2017-07)
      We designed, illustrated, and developed Cyberheroes, an educational interactive ebook that teaches children about online privacy. The ebook was evaluated with children and parents, and had positive effects on children’s ...
    • Cyberheroes: The Design and Evaluation of an Interactive Ebook to Educate Children about Online Privacy 

      Zhang-Kennedy, Leah; Abdelaziz, Yomna; Chiasson, Sonia (Elsevier, 2017-07)
      We designed an educational interactive ebook called Cyberheroes and evaluated it to assess its effectiveness at increasing children’s online privacy knowledge and behaviour, and supporting child-parent privacy-related ...
    • Recommender Systems for Personalized Gamification 

      Fortes Tondello, Gustavo; Orji, Rita; Nacke, Lennart (ACM, 2017-07-09)
      Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized ...
    • Positive Gaming: Workshop on Gamification and Games for Wellbeing 

      Fortes Tondello, Gustavo; Orji, Rita; Vella, Kellie; Johnson, Daniel; Van Dooren, Marierose; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
      Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational ...
    • A Framework and Taxonomy of Videogame Playing Preferences 

      Fortes Tondello, Gustavo; Wehbe, Rina Renee; Orji, Rita; Ribeiro, Giovanni; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
      Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based ...
    • Elements of Gameful Design Emerging from User Preferences 

      Fortes Tondello, Gustavo; Mora, Alberto; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
      Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications ...
    • A Theory of Gamification Principles Through Goal-Setting Theory 

      Fortes Tondello, Gustavo; Premsukh, Hardy; Nacke, Lennart (Hawaii International Conference on System Sciences, 2018-01-03)
      Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement ...
    • Towards a Trait Model of Video Game Preferences 

      Fortes Tondello, Gustavo; Valtchanov, Deltcho; Reetz, Adrian; Wehbe, Rina Renee; Orji, Rita; Nacke, Lennart (Taylor & Francis, 2018-04-19)
      Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, ...
    • Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types 

      Orji, Rita; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2018-04-21)
      Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to ...
    • The aftermath of a crypto-ransomware attack at a large academic institution 

      Zhang-Kennedy, Leah; Assal, Hala; Rocheleau, Jessica; Mohamed, Reham; Baig, Khadija; Chiasson, Sonia (USENIX, 2018-08)
      In 2016, a large North American university was subject to a significant crypto-ransomware attack and did not pay the ransom. We conducted a survey with 150 respondents and interviews with 30 affected students, staff, and ...
    • Empirical validation of the Gamification User Types Hexad scale in English and Spanish 

      Fortes Tondello, Gustavo; Mora, Alberto; Marczewski, Andrzej; Nacke, Lennart (Elsevier, 2018-10-13)
      Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase ...
    • Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs 

      Landers, Richard; Tondello, Gustavo F.; Kappen, Dennis L.; Collmus, Andrew; Mekler, Elisa D.; Nacke, Lennart (Elsevier, 2019-07)
      Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined ...
    • Dynamic Personalization of Gameful Interactive Systems 

      Fortes Tondello, Gustavo (University of Waterloo, 2019-07-17)
      Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications ...
    • Makers and Quilters: Investigating Opportunities for Improving Gender-Imbalanced Maker Groups 

      MacArthur, Cayley; Wong, Caroline; Hancock, Mark (ACM, 2019-11)
      Recent efforts to diversify participation in STEM (Science, Technology, Engineering & Math) activities through informal learning environments, such as hackathons and makerspaces, confirm a real desire for inclusion among ...
    • Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App 

      Bomfim, Marcela C.C.; Kirkpatrick, Sharon I.; Nacke, Lennart; Wallace, James R. (ACM, 2020-04-25)
      Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. How- ever, HCI research has emphasized ...
    • Curioscape: A Curiosity-driven Escape Room Board Game 

      Tu, Joseph; Durmanova, Ekaterina (CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020-11-02)
      Are you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule ...
    • A Systematic Review of Multimedia Tools for Cybersecurity Awareness and Education 

      Zhang-Kennedy, Leah; Chiasson, Sonia (ACM, 2021-01-02)
      We conduct a comprehensive review covering academic publications and industry products relating to tools for cybersecurity awareness and education aimed at non-expert end-users developed in the past 20 years. Through our ...

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