Now showing items 1-20 of 42

    • ABOVE WATER: An Educational Game for Anxiety 

      Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Ganaba, Marim; Stocco, Melissa; Lee, Alvin; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
      We present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players ...
    • 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 ...
    • 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 ...
    • 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 ...
    • CHI PLAYGUE: A Mobile Conference Networking Game 

      Fortes Tondello, Gustavo; Wehbe, Rina Renee; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)
      Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create ...
    • CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning 

      Fortes Tondello, Gustavo; Kappen, Dennis; Ganaba, Marim; Stocco, Melissa; Elm, Dominic; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
      Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack ...
    • CLEVER: Gamification and Enterprise Knowledge Learning 

      Elm, Dominic; Kappen, Dennis; Fortes Tondello, Gustavo; Nacke, Lennart (ACM, 2016-10-16)
      This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Financial Literacy through Gameful Design 

      Cen, Jian-Lan Andrew (University of Waterloo, 2021-01-29)
      Canadians have been found to have little to no expendable income and find debt management difficult. Alongside the growing push towards digital service platforms replacing traditional brick and mortar solutions within the ...
    • 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 ...
    • 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 ...
    • From Nosy Little Brothers to Stranger-Danger: Children and Parents’ Perception of Mobile Threats 

      Zhang-Kennedy, Leah; Mekhail, Christine; Abdelaziz, Yomna; Chiasson, Sonia (ACM, 2016-06-21)
      The rise in mobile media use by children has heightened parents' concerns for their online safety. Through semi-structured interviews of parent-child dyads, we explore the perceived privacy and security threats faced by ...
    • The Gamification User Types Hexad Scale 

      Fortes Tondello, Gustavo; Wehbe, Rina Renee; Diamond, Lisa; Busch, Marc; Marczewski, Andrzej; Nacke, Lennart (ACM, 2016-10-16)
      Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts ...

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