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Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Engaging in playful activities, such as playing a musical instrument, learning a language, or performing sports, is a fundamental aspect of human life. We present a quantitative empirical analysis of the engagement dynamics into playful…
In human computer interaction (HCI), it is common to evaluate the value of HCI designs, techniques, devices, and systems in terms of their benefit to users. It is less common to discuss the benefit of HCI to computers. Every HCI task allows…
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Designing effective reward functions is critical for reinforcement learning-based biomechanical simulations, yet HCI researchers and practitioners often waste (computation) time with unintuitive trial-and-error tuning. This paper…
Recent research has exposed disagreements over the nature and usefulness of what may (or may not) be Human-Computer Interaction's fundamental phenomenon: 'interaction'. For some, HCI's theorising about interaction has been deficient,…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
In this Information system age many organizations consider information system as their weapon to compete or gain competitive advantage or give the best services for non profit organizations. Game Information System as combining Information…
While vibration is a well-used output signal in HCI as part of haptic interaction, vibration outside HCI is used in many other modes to support human performance, from rehabilitation to cognition. In this late breaking work, we present…
National research evaluation exercises provide a comparative measure of research performance of the nation's institutions, and as such represent a tool for stimulating research productivity, particularly if the results are used to inform…
The proliferation of Artificial Intelligence (AI) in workplaces stands to change the way humans work, with job satisfaction intrinsically linked to work life. Existing research on human-AI collaboration tends to prioritize performance over…
Human computation games (HCGs) are a crowdsourcing approach to solving computationally-intractable tasks using games. In this paper, we describe the need for generalizable HCG design knowledge that accommodates the needs of both players and…
Synthesizing from Corbett and Munneke (2025), who demonstrated that questions originating in human-computer interaction (HCI) and game design can be answered through the theoretical toolkit of cognitive science, this perspective argues that…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
The proliferation of Artificial Intelligence (AI) in workplaces is transforming how we work. While existing research on human-AI collaboration at work often prioritizes performance, less is known about their experiential outcomes. Through…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…