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Mallory Ketcheson

dblp:152/9008 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 56% Health and well-being technologies · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.212016
Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames · CHI 2016
Health and well-being technologies
physical activity
0.212016
Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames · CHI 2016

Methods — techniques the papers use, named apart from their topics

user study · 0.2
YearPublicationVenuePosition
2016 Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames
abstract
Exergames are a fun and engaging way to participate in physical activity. Exergame users consistently require new content to maintain interest in the activity. One way to provide users with high quality content with minimal development work is to convert existing off-the-shelf digital games into exergames by using the game's "modding" interface. To explore the potential of converted exergames for inspiring high exertion levels we performed a conversion on two popular games: Half-Life 2 and The Elder Scrolls V: Skyrim. The conversions were performed in two stages. The first stage mimics existing conversion techniques and a second stage provides added incentive for players to reach higher exertion levels. A study of 18 participants found that the resulting games support anti-sedentary levels of exertion while falling slightly below national recommendations for cardiovascular exercise. Adding exercise to the games did not affect players' enjoyment.
Mallory Ketcheson, Luke Walker, T. C. Nicholas Graham
CHI1
2014 Design and evaluation of a networked game to supportsocial connection of youth with cerebral palsy
abstract
Youth with cerebral palsy (CP) can experience social isolation, in part due to mobility limitations associated with CP. We show that networked video games can provide a venue for social interaction from the home. We address the question of how to design networked games that enhance social play among people with motor disabilities. We present Liberi, a networked game custom-designed for youth with CP. Liberi is designed to allow frictionless group formation, to balance for differences in player abilities, and to support a variety of play styles. A ten-week home-based study with ten participants showed the game to be effective in fostering social interaction among youth with CP.
Hamilton A. Hernandez, Mallory Ketcheson, Adrian L. Jessup Schneider, Darcy Fehlings, Lauren Switzer, Virginia Wright, Shelly K. Bursick, Chad Richards, T. C. Nicholas Graham
ASSETS2