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Items where Author is "Mekler, Elisa D."

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Group by: Date | Item Type | Refereed
Number of items: 39.

2020

Reymond, Claire and Pelowski, Matthew and Opwis, Klaus and Takala, Tapio and Mekler, Elisa D.. (2020) Aesthetic evaluation of digitally reproduced art images. Frontiers in Psychology, 11. p. 615575.

Brühlmann, Florian and Baumgartner, Philipp and Wallner, Günter and Kriglstein, Simone and Mekler, Elisa D.. (2020) Motivational Profiling of League of Legends Players. Frontiers in Psychology, 11. p. 1307.

May 2019

Mekler, Elisa D. and Hornbæk, Kasper. (2019) A Framework for the Experience of Meaning in Human-Computer Interaction. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. New York, pp. 1-15.

2019

Wauck, Helen C. and Mekler, Elisa D. and Wai-Tat, Fu. (2019) A Player-Centric Approach to Designing Spatial Skill Training Games. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems.. New York, pp. 1-13.

Martin-Niedecken, Anna Lisa and Rogers, Katja and Vidal, Laia Turmo and Mekler, Elisa D. and Márquez Segura, Elena. (2019) ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. New York, pp. 1-15.

Bopp, Julia Ayumi and Müller, Livia J. and Aeschbach, Lena Fanya and Opwis, Klaus and Mekler, Elisa D.. (2019) Exploring emotional attachment to game characters. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play. pp. 313-324.

Vollenwyder, Beat and Iten, Glena H. and Brühlmann, Florian and Opwis, Klaus and Mekler, Elisa D.. (2019) Salient beliefs influencing the intention to consider Web Accessibility. Computers in Human Behavior, 92. pp. 352-360.

Iacovides, Ioanna and Mekler, Elisa D.. (2019) The Role of Gaming During Difficult Life Experiences. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. pp. 1-12.

Carpenter, Vanessa Julia and Mekler, Elisa D.. (2019) Towards metrics of meaningfulness for tech practitioners. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. pp. 1-8.

2018

Bopp, Julia Ayumi and Opwis, Klaus and Mekler, Elisa D.. (2018) "An odd kind of pleasure": Differentiating emotional challenge in digital games. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, pp. 1-12.

Müller, Livia J. and Opwis, Klaus and Mekler, Elisa D.. (2018) "In a good way weird": Exploring positive experiences with technology-mediated pornography. In: Proceedings of the 36rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2018). New York, pp. 1-6.

Mekler, Elisa D. and Iacovides, Ioanna and Bopp, Julia Ayumi. (2018) A Game That Makes You Question... : Exploring the Role of Reflection for the Player Experience. In: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 315-327.

Landers, Richard N. and Tondello, Gustavo F. and Kappen, Dennis L. and Collmus, Andrew B. and Mekler, Elisa D. and Nacke, Lennart E.. (2018) Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term 'Gamefulness' with Three Distinct Constructs. International journal of human-computer studies. pp. 1-14.

Iten, Glena H. and Bopp, Julia Ayumi and Steiner, Clemens and Opwis, Klaus and Mekler, Elisa D.. (2018) Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoning. Computers in human behavior, 89. pp. 163-172.

Vollenwyder, Beat and Schneider, Andrea and Krueger, Eva and Brühlmann, Florian and Opwis, Klaus and Mekler, Elisa D.. (2018) How to use plain and easy-to-read language for a positive user experience on websites. In: Proceedings of the 16th International Conference Computers Helping People with Special Needs (ICCHP 2018). Heidelberg, pp. 514-522.

Brühlmann, Florian and Vollenwyder, Beat and Opwis, Klaus and Mekler, Elisa D.. (2018) Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI). In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY, USA.

Brühlmann, Florian and Mekler, Elisa D.. (2018) Surveys in Games User Resarch. In: Games User Research. Oxford, UK, pp. 141-162.

Law, Effie L. -C. and Brühlmann, Florian and Mekler, Elisa D.. (2018) Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice. In: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 257-270.

Martin-Niedecken, Anna Lisa and Mekler, Elisa D.. (2018) The ExerCube: Participatory Design of an Immersive Fitness Game Environment. In: Serious Games. JCSG 2018. Cham, pp. 263-275.

2017

Petralito, Serge and Brühlmann, Florian and Iten, Glena and Mekler, Elisa D. and Opwis, Klaus. (2017) A good reason to die: How avatar death and high challenges enable positive experiences? In: Proceedings of the 35rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2017), CHI 2017, May 6–11, 2017, Denver, CO, USA. pp. 5087-5097.

Steinemann, Sharon T. and Iten, Glen H. and Opwis, Klaus and Forde, Seamus. F. and Frasseck, Lars and Mekler, Elisa D.. (2017) Interactive narratives affecting social change: A closer look at the relationship between interactivity and prosocial behavior. Journal of Media Psychology, 29. pp. 54-66.

Mekler, Elisa D. and Brühlmann, Florian and Tuch, Alexandre N. and Opwis, Klaus. (2017) Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71. pp. 525-534.

8 May 2016

Brühlmann, Florian and Schmid, Gian-Marco and Mekler, Elisa D.. (2016) Online Playtesting With Crowdsourcing: Advantages and Challenges.

2016

Endress, Sarah I. and Mekler, Elisa D. and Opwis, Klaus. (2016) "It's Like I Would Die as Well": Gratifications of Fearful Game Experience. In: CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. New York, NY, USA .

Müller, Livia J. and Mekler, Elisa D. and Opwis, Klaus. (2016) Hedonic Enjoyment And Personal Expressiveness In Positive User Experiences. In: Proceedings of the 34rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (Extended Abstracts CHI 2016). New York, pp. 3166-3172.

Forde, Seamus F. and Mekler, Elisa D. and Opwis, Klaus. (2016) Informational, but not Intrinsically Motivating Gamification': Preliminary Findings. In: CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. New York, NY, USA , pp. 157-163.

Mekler, Elisa D. and Hornbæk, Kasper. (2016) Momentary Pleasure or Lasting Meaning? Distinguishing Eudaimonic and Hedonic User Experiences. In: Proceedings of the 34rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2016). New York, pp. 4509-4520.

Bopp, Julia Ayumi and Mekler, Elisa D. and Opwis, Klaus. (2016) Negative emotion, positive experience? Emotionally Moving Moments in Digital Games. In: Proceedings of the 34rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2016). New York, pp. 2996-3006.

Steinemann, Sharon T. and Mekler, Elisa D. and Opwis, Klaus. (2016) The Winner Gives It All': Preliminary Results on The Role of Game Outcome on the Effectiveness of a Game for Change. In: CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. New York, NY, USA , pp. 291-298.

Mekler, Elisa D.. The motivational potential of digital games and gamification - the relation between game elements, experience and behavior change. 2016, Doctoral Thesis, University of Basel, Faculty of Psychology.

4 October 2015

Mekler, Elisa D. and Bopp, Julia Ayumi. (2015) Exploring the False Affective Dichotomy in Games – Emotions and Meta-Emotions.

2015

Bopp, Julia Ayumi and Mekler, Elisa D. and Opwis, Klaus. (2015) "It Was Sad But Still Good": Gratifications of Emotionally Moving Game Experiences. In: CHI EA '15 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. New York, pp. 1193-1198.

Müller, Livia J. and Mekler, Elisa D. and Opwis, Klaus. (2015) Facets In HCI: Towards Understanding Eudaimonic UX – Preliminary Findings. In: CHI EA '15 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. New York, pp. 2283-2288.

Steinemann, Sharon T. and Mekler, Elisa D. and Opwis, Klaus. (2015) Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation. In: CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 319-329.

Forde, Seamus F. and Mekler, Elisa D. and Opwis, Klaus. (2015) Informational vs. Controlling Gamification: A Study Design. In: CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 517-522.

Ooi, Yoon Phaik and Goh, Dion Hoe-Lian and Mekler, Elisa D. and Tuch, Alexandre N. and Boon, Jillian and Ang, Rebecca P. and Fung, Daniel and Gaab, Jens. (2015) Understanding Player Perceptions of RegnaTales, a Mobile Game for Teaching Social Problem Solving Skills. Proceedings ACM applied computing. pp. 167-172.

2014

Mekler, Elisa D. and Tuch, Alexandre N. and Martig, Anja Lea and Opwis, Klaus. (2014) A diary study exploring game completion and player experience. In: CHI PLAY 2014 : proceedings of the 2014 annual Symposium on Computer-Human Interaction in Play ; October 19-21, 2014, Toronto, ON, Canada. New York, pp. 433-434.

2013

Mekler, Elisa D. and Brühlmann, Florian and Opwis, Klaus and Tuch, Alexandre N.. (2013) Disassembling gamification: the effects of points and meaning on user motivation and performance. In: CHI '13 extended abstracts on human factors in computing systems, CHI '13. New York, pp. 1137-1142.

Mekler, Elisa D. and Brühlmann, Florian and Opwis, Klaus and Tuch, Alexandre N.. (2013) Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. In: Gamification 2013 : proceedings of the first international conference on gameful design, research, and applications. pp. 66-73.

This list was generated on Fri Apr 26 12:13:01 2024 CEST.