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  • Susanne Binder

    < Back ​ Susanne Binder Queen Mary University of London iGGi Manager iGGi Admin ​ ​ iGGi Manager @ QMUL ; alongside Tracy Dancer (iGGi Manager @ UoY) , and supported by Shopna Begum and Helen Tilbrook, she's mostly in charge of making things run at iGGi with particular focus on iGGi-QMUL-specific admin iGGi-QMUL-specific student concerns PR, website and social media industry liaison ​ s.binder@qmul.ac.uk Email https://dizl.de/@sus4nn3b1nd3r/ Mastodon Other links Website https://www.linkedin.com/in/susanne-binder-b1184647/ LinkedIn https://twitter.com/sus4nn3b1nd3r Twitter Github ​ ​ Themes - Previous Next

  • Oceane Lissillour

    < Back ​ Océane Lissillour University of York ​ iGGi PG Researcher ​ Available for placement I started my journey in France’s Celtic land Britanny where I did a Bachelor’s degree in psychology. It was here that I found my love for the field of ergonomics, leading me to specialise in serious video games. Moving to Toulouse to undertake my dream MSc in technological innovation and cognitive psychology, enabled work in collaboration with researchers of the CLLE, a laboratory branch of the national research centre. This furthered my knowledge and awareness of video games and engagement processes. Afterwards, I moved on to work in Aeronautics and I am now in my second year as a postgraduate researcher in the IGGI programme researching gamification. A description of Océane's research: My research focuses on the act of taking a regular activity and ‘gamifying’ it by applying mechanics commonly found inside video games (such as points). This technique has been widely applied within research but its psychological aspects have seldom been studied. The aim of this thesis is to assess the efficacy and applicability of this technique, particularly the score element mechanic. It focuses on educational settings, as literature has shown that this is a field where engagement is particularly crucial. It has been proposed that the use of gamification will provide a partial solution to the critical decline in learners’ motivation and engagement the schooling system faces today. ​ oceane.lissillour@york.ac.uk Email Mastodon Other links Website http://www.linkedin.com/in/oceane-lissillour LinkedIn Twitter Github Supervisors: Dr Abi Evans Prof. Sebastian Deterding ​ Themes Design & Development Player Research - Previous Next

  • Meaning Machine

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: ​ Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! ​ There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Meaning Machine

  • No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry

    < Back No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry Link ​ Author(s) D Zendle, C Flick, E Gordon-Petrovskaya, N Ballou, LY Xiao, A Drachen Abstract ​ More info TBA ​ Link

  • Rinascimento: searching the behaviour space of Splendor

    < Back Rinascimento: searching the behaviour space of Splendor Link ​ Author(s) I Bravi, S Lucas Abstract ​ More info TBA ​ Link

  • The Chinese Room

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: ​ Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! ​ There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. The Chinese Room

  • Prof William Latham

    < Back ​ Prof. William Latham Goldsmiths iGGi Co-Investigator Supervisor ​ ​ William Latham is well known for his pioneering organic computer art created in the 80s and early 90s whilst a Research Fellow at IBM in Winchester. In 1993 he moved into Rave Music setting up a small studio in Soho, creating album covers, stage designs and videos for bands including The Shamen for three years. He then worked for ten years as Creative Director and CEO of a large computer games development company, with studios in London and Brighton, creating PC and console games published by Vivendi Universal, SONY and Warner Bros. Among the games he has produced were Evolva for Virgin Interactive, and the hit game The Thing for Vivendi Universal for Xbox, PlayStation, PC. based on the famous John Carpenter horror movie set in Antarctica. In 2007, he became a Professor in Computing at Goldsmiths, where he works on research projects with Imperial College, York University, and the Oxford Weatherall Institute. His recent "Mutator VR" Sci-Fi art experience developed at Goldsmiths for the HTC Vive has been exhibited to much acclaim in galleries and museums Shanghai, Venice, Kyoto, Dusseldorf and St. Petersburg. William was an undergraduate student at Christchurch College, Oxford University, and a postgraduate student at The Royal College of Art. His book on interactive evolutionary design, “Evolutionary Art and Computers” is cited as a leading publication in this domain. He is Director of SoftV Ltd, a company which develops Neuroscience Patient mobile Games Apps for the NHS in Unity, and is a co-founder of London Geometry Ltd. ​ w.latham@gold.ac.uk Email Mastodon https://www.mutatorvr.co.uk Other links Website https://www.linkedin.com/in/william-latham-757326/ LinkedIn https://twitter.com/WilliamLatham1 Twitter Github ​ ​ Themes Creative Computing Immersive Technology - Previous Next

  • Investigating sensorimotor contingencies in the enactive interface

    < Back Investigating sensorimotor contingencies in the enactive interface Link ​ Author(s) JK Gibbs, K Devlin Abstract ​ More info TBA ​ Link

  • Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players

    < Back Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players Link ​ Author(s) N Ballou, M Vuorre, T Hakman, K Magnusson, AK Przybylski Abstract ​ More info TBA ​ Link

  • Deep unsupervised multi-view detection of video game stream highlights

    < Back Deep unsupervised multi-view detection of video game stream highlights Link ​ Author(s) C Ringer, MA Nicolaou Abstract ​ More info TBA ​ Link

  • Immersive Machine Learning for Social Attitude Detection in Virtual Reality Narrative Games

    < Back Immersive Machine Learning for Social Attitude Detection in Virtual Reality Narrative Games Link ​ Author(s) GC Dobre, M Gillies, X Pan Abstract ​ More info TBA ​ Link

  • Laura Helsby

    < Back ​ Laura Helsby University of York ​ iGGi PG Researcher ​ Available for post-PhD position Laura Helsby is a HCI researcher with a background in psychology, currently examining how features of games might be beneficial to wellbeing and mood. She is particularly interested in how people with persistent low mood play and experience games, and what this might mean for their wellbeing. So far, she has conducted one interview study asking people with low mood what they play and why, and one diary study investigating the 'in the moment' effects and motivations for gaming. Future plans involve making more direct measures of the impact of particular games on wellbeing, as well as looking further into the FPS and simulation genres to unpack what about these games might make them appealing to people with persistent low mood. Laura has achieved an MSc in Foundations in Clinical Psychology from Newcastle University and a BSc in Psychology from the University of York. In her spare time, Laura enjoys denying she is a computer scientist at all. Her hobbies include reviewing books professionally, board game nights and of course, playing video games. ​ laura.helsby@york.ac.uk Email Mastodon Other links Website LinkedIn https://twitter.com/helsby_laura Twitter Github Supervisors: Prof. Paul Cairns Dr Jo Iacovides Featured Publication(s): Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns Themes Applied Games Player Research - Previous Next

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