Isabelle Kniestedt

dblp:185/8751 · DBLP profile ↗
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9ranked-venue papers
5as first author
3since 2021 · last 2022
0000-0002-1622-1516ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 9 · 5 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 1 since 2021
YearPublicationVenuePosition
2022 Incorporating the Theory of Attention in Applied Game Design
Isabelle Kniestedt, Stephan G. Lukosch, Milan van der Kuil, Iulia Lefter, Frances M. T. Brazier
ICEC1
2021 Dive Deeper: Empirical Analysis of Game Mechanics and Perceived Value in Serious Games
abstract
Validation of serious games tends to focus on evaluating their design as a whole. While this helps to assess whether a particular combination of game mechanics is successful, it provides little insight into how individual mechanics contribute or detract from a serious game's purpose or a player's game experience. This study analyses the effect of game mechanics commonly used in casual games for engagement, measured as a combination of player behaviour and reported game experience. Secondly, it examines the role of a serious game's purpose on those same measures. An experimental study was conducted with 204 participants playing several versions of a serious game to explore these points. The results show that adding additional game mechanics to a core gameplay loop did not lead to participants playing more or longer, nor did it improve their game experience. Players who were aware of the game's purpose, however, perceived the game as more beneficial, scored their game experience higher, and progressed further. The results show that game mechanics on their own do not necessarily improve engagement, while the effect of perceived value deserves further study.
Isabelle Kniestedt, Marcello A. Gómez Maureira, Iulia Lefter, Stephan G. Lukosch, Frances M. T. Brazier
Proc. ACM Hum. Comput. Interact.1
2021 Level Design Patterns That Invoke Curiosity-Driven Exploration: An Empirical Study Across Multiple Conditions
abstract
Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assured or unassured compensation. Data collection consisted of in-game metrics and emotion word prompts as well as post-game questionnaires. Results show that design patterns invoke heightened exploration, but this effect is influenced by the presence of an explicit goal or monetary compensation. There appear to be many motivations behind exploratory behavior in games, with patterns raising expectations in players. A disposition for curiosity (i.e. 'trait curiosity') was not found to influence exploration. We interpret and discuss the impact of the conditions, individual patterns, and player motivations.
Marcello A. Gómez Maureira, Isabelle Kniestedt, Max J. van Duijn, Carolien Rieffe, Aske Plaat
Proc. ACM Hum. Comput. Interact.2
2020 CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets
abstract
Research has found that successful game-based learning (GBL) is dependent on several factors, e.g. students, parents, teachers and educational setting. Nevertheless, many existing GBL solutions primarily consider the student. Similarly, they focus on imparting and assessing content-specific knowledge rather than encouraging students to become intrinsically motivated learners. This paper presents CURIO, an educational game kit that involves teachers as ‘game masters’. It encourages inquisitive mindsets in students and helps to structure discussions when introducing a new topic in class. It informs the teacher of students’ pre-existing knowledge so that they can better shape upcoming classes to their needs. A pilot study with a class of 25 primary school students and their homeroom teacher evaluated a prototype of CURIO. The paper concludes with guidelines learned from creating and testing CURIO that can help with the development of tools for teachers using the same design philosophy.
Marcello A. Gómez Maureira, Isabelle Kniestedt, Sandra M. Dingli, Danielle M. Farrugia, Björn Berg Marklund
FDG2
2018 User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults
Isabelle Kniestedt, Stephan G. Lukosch, Frances M. T. Brazier
ICEC1
2018 Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity
Marcello A. Gómez Maureira, Isabelle Kniestedt
ICEC2
2017 Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen
Marta Clavero Jiménez, Amanda M. S. James, Marcello A. Gómez Maureira, Isabelle Kniestedt
ACE4
2017 Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research
Isabelle Kniestedt, Elizabeth Camilleri, Marcello A. Gómez Maureira
ACE1
2016 Little Fitness Dragon: A Gamified Activity Tracker
Isabelle Kniestedt, Marcello A. Gómez Maureira
ICEC1