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Maria Kambouri

dblp:65/4778 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2012
0000-0002-8564-1944ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 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.

Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge management
knowledge evaluation
0.011994
Knowledge assessment: tapping human expertise by the QUERY routine · Int. J. Hum. Comput. Stud. 1994

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

QUERY routine · 0.0
YearPublicationVenuePosition
2012 A Motivationally Oriented Approach to Understanding Game Appropriation
abstract
Game appropriation is currently not well conceptualized. What literature does exists (CitationGriffiths & Light, 2008; CitationLowood, 2005; CitationPostigo, 2008; CitationStalker, 2005) uses the term primarily to denote gamers' practices beyond the designers' original intentions, for instance, game content modifications. This article frames game appropriation in a different manner; unlike existing appropriation models, game appropriation is conceptualized as a motivational process underpinned by three primary factors: game design characteristics, social interaction, and the psychological characteristics of the gamer. The main contribution of this article is the development of the first model of game appropriation, the game appropriation model (GAM). GAM explains the process of digital games' incorporation into gamers' daily practices as well as the nature of their gameplay. Game appropriation recognizes the online–offline continuity; it contributes to understating gameplay as a long-term, dynamic activity, directly interrelated with a gamers' everyday life rather than a set of defined moments of participation.
Christothea Herodotou, Niall Winters, Maria Kambouri
Int. J. Hum. Comput. Interact.3
2006 Adult Learners and ICT: An Intervention Study in the UK
Maria Kambouri, Harvey Mellar, Kit Logan
EC-TEL1
1994 Knowledge assessment: tapping human expertise by the QUERY routine
Maria Kambouri, Mathieu Koppen, Michael Villano, Jean-Claude Falmagne
Int. J. Hum. Comput. Stud.1