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“I’m a Computer Scientist!”: Virtual Reality Experience Influences Stereotype Threat and STEM Motivation Among Undergraduate Women
Women are less likely to choose physical Science, Technology, Engineering, and Math (pSTEM) majors, partly because a lack of role models makes it hard for women to imagine themselves as successful in
Achieving the performance benefits of hands-on experience when using digital devices: A representational approach
Results show that priming physical representations of spatial tasks can reduce the digital task performance deficit, and show that physical interaction with tangrams yields spatial and math performance benefits.
Understanding user needs in videogame moment retrieval
An in-depth interview study with users identifies the unique needs of each user profile for retrieving moments from videogames and outlines implications for future research in retrieval and design implications for new tools focused on interactive media.
Transformative science: a new index and the impact of non-funding, private funding, and public funding
Abstract Understanding how impactful scientific articles were funded informs future funding decisions. The structural significance of articles is broken down into two submeasures: citation count and
Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator
This paper examines the Gemini game generator and develops an evaluation instrument that tests the interpretability of its generated games’ mechanics and higher-order proceduralist arguments, and builds empirical evidence for the claim that some amount of non-systems-based framing is required in order for arguments made by procedural rhetorics to be sensible to players.
The psychological reality of procedural rhetoric
It is found that procedural rhetoric has psychological reality, with players accurately understanding that two games meant to have arguments have them; the understanding of procedural rhetoric appears to be strongly shaped by accompanying media, with the more abstract of the rhetorical games the authors studied much less clearly understood.
The influence of visual and vestibular orientation cues in a clock reading task
This work designed a simple clock-reading task and found that observers' reaction time to correctly tell the time depends systematically on the clock's orientation, and dissociated egocentric from environmental reference frames by having participants sit upright or lie sideways while performing the task.
We Don’t Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions
A city management strategy game that allowed us to independently vary narrative framing and game rules found that players perceived this game to be making an argument, but that player interpretations of this argument and the game’s influence on their attitudes were not necessarily consistent with the intended message.
Metaphors we play with: A psychological investigation of transfer from game systems.
Author(s): Anderson, Barrett | Advisor(s): Wardrip-Fruin, Noah; Swensen, Elizabeth | Abstract: Games are capable of conveying meaning via their mechanics. This is an information channel unique to
The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media
The utility of this corpus is validated by setting up the novel task of predicting tags relevant to the player experience from the game source code, showing that representations that better exploit the structure of the media outperform a text-only baseline.