Morgan C. Evans

dblp:193/4909 · DBLP profile ↗
← Back
5ranked-venue papers
3as first author
3since 2021 · last 2025
0009-0002-2030-9155ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Software engineering, systems software and programming languages · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2025 Designing Self-Efficacy Games for Informal Health Knowledge
abstract
Members of historically marginalized communities do not have equal access to formal health resources. Inequality in access to care leads to increased health disparity, meaning there is a gap in health between segments of the population. These inequalities affect members of marginalized communities physically, mentally, and emotionally. In this research we present the design of Bloomwood Stories: Block Party, a digital, visual novel game as an informal health resource that incorporates Bandura's self-efficacy design framework to improve player health knowledge. We discuss key design decisions for the player character (PC), non-player characters (NPCs), as well as lessons learned in designing for self-efficacy and designing for representation.
Morgan C. Evans, Geoff Kaufman, Jessica Hammer
CoG1
2023 Sixty Percent: A Proactive Approach to Developing a Security-Conscious Mindset in Children
abstract
To protect young children from online harm in the long term, a proactive approach is required. Sixty Percent intends to mitigate such risks by providing children with a mobile tool to encourage interactive reflection and critical thinking. The investigation gathers behavioural data from parents and guardians, in addition to feedback from users aged eight to eleven, for a prototype imitating a mobile application. The findings indicate there is indeed a gap in the market for mobile applications, aimed to enthuse and educate the younger generation, that shouldn't be on social media, yet still are. Children have indicated the mobile tool is an engaging method which they can exploit for knowledge and support whilst navigating cyberspace.
Morgan C. Evans, Elisa Rubegni
IDC1
2022 Structural Mismatches in Academic Game Development
abstract
In this paper we share academic game development challenges from the digital game Bloomwood Stories: Block Party [4]. We introduce the main characteristics of our game, as well as the theories it is based on and its transformational goals. We then describe our game development process, which took place over nearly two years, and what each of its phases included. During this process, we observed many problems of structural misalignment between game development and academia. We therefore share the challenges we observed in this area, strategies we used to address them, and ideas for how teams might mitigate these challenges in the future. Finally, we share our vision of opportunities that arise from developing games in academic contexts, and how the two institutional contexts can come to complement one another.
Gal Fleissig, Morgan C. Evans, Avonelle Wing, Jessica Hammer
FDG2
2019 Identifying incompleteness in privacy policy goals using semantic frames
Jaspreet Bhatia, Morgan C. Evans, Travis D. Breaux
Requir. Eng.2
2017 An Evaluation of Constituency-Based Hyponymy Extraction from Privacy Policies
abstract
Requirements analysts can model regulated data practices to identify and reason about risks of non-compliance. If terminology is inconsistent or ambiguous, however, these models and their conclusions will be unreliable. To study this problem, we investigated an approach to automatically construct an information type ontology by identifying information type hyponymy in privacy policies using Tregex patterns. Tregex is a utility to match regular expressions against constituency parse trees, which are hierarchical expressions of natural language clauses, including noun and verb phrases. We discovered the Tregex patterns by applying content analysis to 30 privacy policies from six domains (shopping, telecommunication, social networks, employment, health, and news.) From this dataset, three semantic and four lexical categories of hyponymy emerged based on category completeness and word-order. Among these, we identified and empirically evaluated 72 Tregex patterns to automate the extraction of hyponyms from privacy policies. The patterns match information type hyponyms with an average precision of 0.72 and recall of 0.74.
Morgan C. Evans, Jaspreet Bhatia, Sudarshan Wadkar, Travis D. Breaux
RE1