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Ian J. Livingston

dblp:71/10482 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 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.

Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 90% Health and well-being technologies · 10%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › game control
motion-based game interaction
0.112012
Full-body motion-based game interaction for older adults · CHI 2012
Games and playful interaction
multiplayer online games
0.112014
How players value their characters in world of warcraft · CSCW 2014

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

semi-structured interviews · 0.2user study · 0.1thematic analysis · 0.1
YearPublicationVenuePosition
2014 How players value their characters in world of warcraft
abstract
Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.
Ian J. Livingston, Carl Gutwin, Regan L. Mandryk, Max Birk
CSCW1
2012 Full-body motion-based game interaction for older adults
abstract
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
Kathrin Maria Gerling, Ian J. Livingston, Lennart E. Nacke, Regan L. Mandryk
CHI2
2011 Influencing Experience: The Effects of Reading Game Reviews on Player Experience
Ian J. Livingston, Lennart E. Nacke, Regan L. Mandryk
ICEC1
2011 Gemini: A Pervasive Accumulated Context Exergame
Kevin G. Stanley, Ian J. Livingston, Alan Bandurka, Mohammad S. Hashemian, Regan L. Mandryk
ICEC2
2009 Character Sharing in World of Warcraft
Nelson Wong, Anthony Tang 0001, Ian J. Livingston, Carl Gutwin, Regan L. Mandryk
ECSCW3