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Cheralyn Atkins

dblp:179/4687 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1

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 · 61% Human-robot interaction · 30% Usability and user experience research · 9%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › player-avatar relationship
avatar identification
0.212016
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
Games and playful interaction
player experience
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

self-determination theory · 0.2experiment · 0.2
YearPublicationVenuePosition
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
CHI2