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Katelyn Wiley

dblp:216/9959 · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0002-0854-346XORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 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
2 papers
Games and playful interaction · 61% Usability and user experience research · 30% Collaborative and social computing · 9%

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

TopicWeightPapersLastEvidence papers
Usability and user experience research › user performance
cognitive task performance
0.412020
How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task · CHI 2020
Games and playful interaction
gamification
0.412020
How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task · CHI 2020
Collaborative and social computing › social media
social gaming
0.112020
In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs · CHI 2020

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

survey · 0.4scale development · 0.4controlled experiment · 0.4
YearPublicationVenuePosition
2022 Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing
abstract
When facing mental health concerns, men seek help less, confront greater stigma in accessing treatment, and experience more severe consequences. Interventions targeted at men are often grounded in activity and situated in appealing contexts, such as sporting or gaming spaces. In this paper, we question how pinball---a social tangible and digital leisure activity---can support men's mental health and wellbeing, through thematic analysis of in-depth semi-structured interviews (n=15) with male pinball enthusiasts. Our contribution is threefold: first, we evidence pinball as a context that provides incidental benefits to mental health directly, and indirectly through social connectedness; second, that enthusiasts actively enhance their social lives and resulting wellbeing via pinball; and third, that pinball contexts are suited for designing interventions that provide mental health supports within subcultures that appeal to men. We situate our findings in theories of wellbeing, activity-based communication, shoulder-to shoulder self-disclosure, and the importance of third-spaces for social wellness.
Daniel Johnson 0001, Katelyn Wiley, Cale J. Passmore, Ella Horton 0001, Roger Altizer, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.2
2020 In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs
abstract
Socializing is an important part of why people choose to play games and is at the core of many game mechanics. Anxiety and fear about social interactions can lead to withdrawal from socializing in the physical world, yet players with social anxiety preferentially choose MMORPGs — a highly social genre — raising questions of whether social anxiety expresses differently during in-game interactions. In the present study (N=181), we explore whether and how social anxiety translates into MMORPGs. By developing a measure of in-game social anxiety, we find that although fear and apprehension of socializing in the physical and game worlds are related, they differently affect preferences, behaviours, and experiences. Social anxiety in the physical world drives reasons for playing, whereas in-game anxiety affects behaviours, reducing participation in activities related to socializing and difficult in-game challenges. Our findings can inform the design of social games and the links between social anxiety and social gaming.
Martin Dechant, Susanne Poeller, Colby Johanson, Katelyn Wiley, Regan L. Mandryk
CHI4
2020 How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task
abstract
Cognitive tasks are increasingly being gamified in an attempt to leverage the motivational power of games; however, they are sensitive to manipulation and literature is divided on how adding game elements affects participant performance and experience. We applied two popular gamification approaches (points/feedback and theme/narrative) to a typical cognitive task (the dot probe) and measured performance and experience in two studies (N1=287, N2=321). Similar to prior work, we confirm in Study1 that points increase reaction time and error rate, and positive affect. We replicated these results in Study2, and expanded our analysis to investigate participant experience. Our findings suggest that theme creates expectations of an interesting game, which gamified tasks fail to deliver, whereas points maintain enjoyment better throughout the task itself. Important for the development of gamified cognitive tasks, our findings suggest that novel approaches to gameful assessment may be better than the status quo.
Katelyn Wiley, Sarah Vedress, Regan L. Mandryk
CHI1