79 results on '"Ioanna Iacovides"'
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2. A Design Framework for Reflective Play.
3. Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategies during Difficult Life Challenges.
4. "Jumping Out from the Pressure of Work and into the Game": Curating Immersive Digital Game Experiences for Post-Work Recovery.
5. Development and translation of human-AI interaction models into working prototypes for clinical decision-making.
6. Gaming for Post-Work Recovery: The Role of Immersion.
7. 'Conversations with pigeons': Capturing Players' Lived Experience of Perspective Challenging Games.
8. Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns.
9. Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In Games.
10. Close but Not Too Close: Distance and Relevance in Designing Games for Reflection.
11. A Special Interest Group on Designed and Engineered Friction in Interaction.
12. Using Reflexive Photography to Investigate Design Affordances for Creativity in Digital Entertainment Games.
13. Neither Grasshopper nor Ant: learning from DIY coding and from gaming [WIP].
14. 'One of the baddies all along': Moments that Challenge a Player's Perspective.
15. 'Horror, guilt and shame' - Uncomfortable Experiences in Digital Games.
16. 'A Game that Makes You Question...': Exploring the Role of Reflection for the Player Experience.
17. Co-created evaluation: Identifying how games support police learning.
18. Understanding Engagement within the Context of a Safety Critical Game.
19. A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games.
20. Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect.
21. Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions.
22. Design Frictions for Mindful Interactions: The Case for Microboundaries.
23. Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement.
24. The False Dichotomy between Positive and Negative Affect in Game Play.
25. Moving Beyond Fun: Evaluating Serious Experience in Digital Games.
26. Clinicians Risk Becoming 'Liability Sinks' for Artificial Intelligence
27. How external and internal resources influence user action: the case of infusion devices.
28. Player strategies: achieving breakthroughs and progressing in single-player and cooperative games.
29. MOODs: building massive open online diaries for researchers, teachers and contributors.
30. Learning the game: breakdowns, breakthroughs and player strategies.
31. Supporting learning within the workplace: device training in healthcare.
32. Do games attract or sustain engagement in citizen science?: a study of volunteer motivations.
33. The Role of Gaming During Difficult Life Experiences.
34. Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement.
35. Expressivity of creativity and creative design considerations in digital games.
36. Exploring the link between player involvement and learning within digital games.
37. Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers.
38. Motivation, Engagement and Learning through Digital Games.
39. Making sense of game-play: How can we examine learning and involvement?
40. Making sense of game-play: How can we examine learning and involvement?
41. Using Reflexive Photography to Investigate Design Affordances for Creativity in Digital Entertainment Games
42. Player conceptualizations of creativity in digital entertainment games
43. Supporting engagement in research through a game design competition
44. How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy : Exploratory Study
45. Errors and discrepancies in the administration of intravenous infusions: a mixed methods multihospital observational study
46. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
47. How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study (Preprint)
48. The Gaming Involvement and Informal Learning Framework
49. Gaming and the limits of digital embodiment
50. Designing for Emotional Complexity in Games
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