A brand new paper from @TheGRIDLab led by my PhD student Blake Kammerman. Well done, Blake! Do videogame rewards influence players’ subsequent prosocial engagement... sciencedirect.com/science/ar…
We are advertising for a Lecturer/Senior Lecturer in digital games / VR / AR at QUT (please help spread the word). NB. Limited to people who have ongoing full-time work rights in Australia. tinyurl.com/QUTGames
Do you use Discord for both gaming and for work (e.g., teaching, conferencing, professional associations)? If so, please consider doing this 10–15min survey and enter for a 1/50 chance to win a $100 gift card. DM me with questions or to follow up. surveymonkey.ca/r/DualDiscor…
Help us to understand & optimise the impact of videogames on the wellbeing of children. We're seeking females aged 7-13 years to participate in our Responsible Innovation in Technology for Children project in Brisbane this week. More info: bit.ly/RITEC_@_DanielJ_
🎮ESPORTS RESEARCH
Do you play Valorant, Apex Legends, CS:GO or Rainbow Six Siege?
I'm a researcher interested in improving performance of esports players. Please see the study details below or contact me for more details.
EOI here: forms.office.com/r/g91mdmigf…#esports#research
More sessions have been added in August & Sept for our Responsible Innovation in Technology for Children project! Find the dates & more info here: bit.ly/RITEC_@_DanielJ_
Help us to understand & optimise the impact of videogames on the wellbeing of children. We're seeking children aged 7-13 years to participate in our Responsible Innovation in Technology for Children project in Brisbane. For more info, visit bit.ly/RITEC_@_DanielJ_
Help us to understand & optimise the impact of videogames on the wellbeing of children. We're seeking children aged 7-13 years to participate in our Responsible Innovation in Technology for Children project in Brisbane. For more info, visit bit.ly/RITEC_@_DanielJ_
The latest GRID lab paper "Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being" is free to download at present (before it goes behind the journal paywall). Please enjoy :-) bit.ly/3szs2Xd
We are hiring 2 post-docs to work with us at the ARC Centre of Excellence for the Digital Child (around digital play, videogames, digital technology design, digital literacies and STEM, digital technologies and wellbeing). 3 yrs FT. Pls share! tinyurl.com/ye2x2han
Check out our new paper led by Matthew Lee @_DanielJ_@WLouisUQ and myself on the relationship between habit, toxicity and social identification in video gaming (in DOTA2)!
authors.elsevier.com/c/1eBSq… Free access till 23 Jan to our new article led by Matt Lee on toxicity, habit, id and videogaming. ID was associated with > play @ T1 & 2. But @ T2, controlling 4 T1 vars, only T1 play was sig. No direct or interactive effects of perceived toxicity found.
Congrats CI Daniel Johnson for being awarded a $1.05M @nhmrc grant! Daniel will lead an international team to co-design w/ players a solution to maximise benefits, minimise harm & treat problematic play for gamers aged 15-34 years old. Game on, @_danielj_! bit.ly/3bQSBOY
The ACM SIGCHI CHIPLAY conference is conducting an open call for membership of the conference Steering Committee. There are more details here buff.ly/3mwBsjw with the nomination form available here buff.ly/3pVfBob#chiplay2021#chiplay2022@sigchi
Esports athletes have reported using electrical brain stimulation to gain a competitive edge. We show that this form of edoping yielded performance improvements in a response inhibition game. As the popularity of esports grows, implications for regulation are clear. Open access!
Time to become a better gamer 🎮, with transcranial direct current stimulation of your 🧠
Shocking Advantage! Improving Digital Game Performance using Non-Invasive Brain Stimulation
by Friehs, @Rameos2@reganmandryk et al.
doi.org/10.1016/j.ijhcs.2020…#esports @LabTrier #tDCS
ALT Fig. 2. A) Transcranial DC stimulation (tDCS) electrodes were positioned over F4 and left deltoid. B) DC flow during anodal stimulation using the HD-Explore software (Version 3.0, Soterix Medical Inc., New York, NY). The Montreal Neurological Institute and Hospital (MNI) 152 template was used for the magnetic resonance imaging (MRI) overlay. C) Exemplary, visual representation of a STOP trial in the context of the game.
In today's lab meeting we reviewed a bunch of 30 second video previews from papers presented at previous @sig_chi conferences. Having listed what worked and what didn't, we came up with a set of top tips
ALT Top Tips for creators of 30 second video previews of academic papers
1. Start and end with title and authors
2. Think of it as a trailer: focus on either the motivation and research question and leave them wondering OR present the main/boldest/surprising finding OR the contributions.
3. Audio – choose narration with subtitles rather than a music backing track
4. Avoid just providing text and expecting the viewer to read it.
5. Watch your speed – don’t speak too fast
6. Include videoclips rather than using a slide deck or still images
7. If your research is about an interface or system include a videoclip of that
8. Get feedback
I’m excited about our fresh paper in a special issue on digital games and mental health, edited by @DrKowert. We model how passion for playing WoW predicts in-game social capital, loneliness, and wellbeing (@julianfrommel@_DanielJ_). doi.org/10.3389/fpsyg.2020.0… /1
#IDC2020 NOTE:
Puppy Island: Theory-Driven Design of a Serious Game for Young Children with Cystic Fibrosis //
AUTHORS: Mitchell McEwan, Cody Phillips, Peta Wyeth, Daniel Johnson