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Jason T. Bowey

dblp:170/1084 · DBLP profile ↗
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5ranked-venue papers
3as 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 · 5 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 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
3 papers
Games and playful interaction · 68% Collaborative and social computing · 16% Human-robot interaction · 12%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
player experience
0.832017
Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games · CHI 2017
The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games · CHI 2016
Fostering Intrinsic Motivation through Avatar Identification in Digital Games · CHI 2016
Games and playful interaction › player-avatar relationship
avatar identification
0.522017
Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games · CHI 2017
Fostering Intrinsic Motivation through Avatar Identification in Digital Games · CHI 2016
Human-robot interaction
intrinsic motivation
0.212016
Fostering Intrinsic Motivation through Avatar Identification in Digital Games · CHI 2016
Usability and user experience research › user experience evaluation
player experience evaluation
0.112016
Fostering Intrinsic Motivation through Avatar Identification in Digital Games · CHI 2016

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

experiment · 0.5experimental study · 0.3word-completion task · 0.2self-determination theory · 0.2
YearPublicationVenuePosition
2021 Predicting Beliefs from NPC Dialogues
abstract
Game designers and developers benefit from gathering data from players; however, interrupting play with questionnaires can harm experience. Previous work has suggested that embedding questionnaires into games, such as through dialogue choices when interacting with non-player characters (NPCs) can help, but there is no evidence that dialogue choices can model the real-world beliefs of players. In this study we demonstrate two methods of successfully predicting responses to validated scales of sexist beliefs from NPC dialogues that do not differ in their resulting narrative engagement. Our findings open opportunities for better tailoring games and game experiences by modeling players through their in-game interactions.
Jason T. Bowey, Julian Frommel, Brandon Piller, Regan L. Mandryk
CoG1
2019 Red or blue pill: fostering identification and transportation through dialogue choices in RPGs
abstract
Through free choice, individuals can exert control over the environment and experience agency. Research has suggested that tailoring aspects of choice to a player's type can provide benefits; however, commercial Role Playing Games (RPGs) generally provide static opposing options from a spectrum (e.g., paragon versus renegade). To inform the design of choices in RPGs, we conducted three studies comparing configurations of dialogue choices across the morality spectrum in an RPG prototype. Study 1 compared two polar (opposing) choices with two moral or two immoral choices. Study 2 contrasted polar choices with similar choices tailored to the player's morality, modelled from their initial 10 decisions. Study 3 compared polar choices with two tailored and one opposing choice. Our results consistently show that including the opposing choice is important to a player's identification with their character, even when we can reliably predict the decision that they will make.
Jason T. Bowey, Maximilian A. Friehs, Regan L. Mandryk
FDG1
2017 Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games
abstract
Research on sexism in digital games has suggested that women self-select out of playing sexist games; however, assuming a homogenous gender-based response does not account for the diversity of identities within a gender group. Gender-incongruent responses to recent events like #gamergate implies that the gender of the participant is not paramount to experience, but that their beliefs about gender roles are. To explore the role of sexist beliefs on experience in sexist games, we created three versions of a game that were identical except for the presence of sexist imagery and/or dialogue. We show that enjoyment of sexist games is not predicted by player gender, but by the player's pre-existing beliefs about gender. Furthermore, avatar identification is the pathway through which enjoyment is facilitated. Finally, sexist dialogue does not improve the play experience for anyone rather it harms experience for players of all genders who do not hold sexist beliefs.
Jason T. Bowey, Ansgar E. Depping, Regan L. Mandryk
CHI1
2016 Fostering Intrinsic Motivation through Avatar Identification in Digital Games
abstract
Fostering intrinsic motivation with interactive applications can increase the enjoyment that people experience when using technology, but can also translate into more invested effort. We propose that identifying with an avatar in a game will increase the intrinsic motivation of the player. We analyzed data from 126 participants playing a custom endless runner game and show that similarity identification, embodied identification, and wishful identification increases autonomy, immersion, invested effort, enjoyment, and positive affect. We also show that greater identification translates into motivated behaviour as operationalized by the time that players spent in an unending version of the infinite runner. Important for the design of games for entertainment and serious purposes, we discuss how identification with an avatar can be facilitated to cultivate intrinsic motivation within and beyond games.
Max Birk, Cheralyn Atkins, Jason T. Bowey, Regan L. Mandryk
CHI3
2016 The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games
abstract
The social nature of multiplayer games provides compelling play experiences that are dynamic, unpredictable, and satisfying; however, playing digital games with others can result in feeling socially excluded. There are several known harmful effects of ostracism, including on cognition and the interpretation of social information. To investigate the effects of social exclusion in the context of a multiplayer game, we developed and validated a social exclusion paradigm that we embedded in an online game. Called Operator Challenge, our paradigm influenced feelings of social exclusion and access to hostile cognitions (measured through a word-completion task). In addition, the degree of experienced belonging predicted player enjoyment, effort, and the number of hostile words completed; however, the experience measures did not mediate the relationship between belonging and access to hostile cognitions. Our work facilitates understanding the causes and effects of exclusion, which is important for the study of player experience in multiplayer games.
Max Birk, Benjamin Buttlar, Jason T. Bowey, Susanne Poeller, Shelby C. Thomson, Nicola Baumann, Regan L. Mandryk
CHI3