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James Le Couteur

dblp:50/2918 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2008
—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 · 44% Interaction techniques and input · 44% Collaborative and social computing · 13%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input
body movement input
0.112008
Stirring up experience through movement in game play: effects on engagement and social behaviour · CHI 2008
Games and playful interaction › game control
game controller
0.112008
Stirring up experience through movement in game play: effects on engagement and social behaviour · CHI 2008
Collaborative and social computing
social interaction
0.012008
Stirring up experience through movement in game play: effects on engagement and social behaviour · CHI 2008

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

comparative study · 0.1
YearPublicationVenuePosition
2008 Stirring up experience through movement in game play: effects on engagement and social behaviour
abstract
The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. The study reported here compares the use of Donkey Konga bongos with a standard controller to examine how affording motion through an input device affects social interaction. Levels of engagement with the game were also measured to explore whether increases in social behaviour in the 'real world' would result in reduced involvement with the 'game world'. Social interaction was significantly higher when the bongos were used, but this did not detract from engagement. Instead, engagement was also found to increase when body movement was afforded.
Siân E. Lindley, James Le Couteur, Nadia Bianchi-Berthouze
CHI2