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Justin Keene

dblp:292/5651 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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 · 30% Usability and user experience research · 30% Ubiquitous computing and smart environments · 30%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research › user engagement
flow experience
0.512021
Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game · CHI 2021
Games and playful interaction › player experience
player engagement
0.512021
Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game · CHI 2021
Ubiquitous computing and smart environments › multitasking
task switching
0.512021
Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game · CHI 2021

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

experimental study · 0.5
YearPublicationVenuePosition
2021 Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game
abstract
The current study explores the relationship between perceived cognitive and physical demands of a simple video game, and the balance of reward and effort that results in flow states during gameplay. Cognitive demands and both exertion-based and controller-based physical demands were perceived as lowest in situations where reward was high and effort was low (boredom), moderate when reward and effort were balanced (flow), and highest when the reward was low and effort was high (frustration). Surprisingly, player response times to a secondary task showed the greatest improvement when playing the frustrating video game condition. We interpret this latter finding as evidence of an observed task-switching effect: players initially tried to master the game's over-challenging primary task before giving up and, instead, diverted attention toward a secondary in-game task that required less effort and thus, gave greater attentional rewards to the player. The implications of this cognitive offloading are discussed.
Nicholas David Bowman, Justin Keene, Christina Jimenez Najera
CHI2