Ioanna Iacovides

ORCID: 0000-0001-9674-8440
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Innovative Human-Technology Interaction
  • Creativity in Education and Neuroscience
  • Species Distribution and Climate Change
  • Patient Safety and Medication Errors
  • Sexuality, Behavior, and Technology
  • Innovative Teaching and Learning Methods
  • Healthcare Technology and Patient Monitoring
  • Digital Mental Health Interventions
  • Artificial Intelligence in Games
  • Wikis in Education and Collaboration
  • Media Influence and Health
  • Motivation and Self-Concept in Sports
  • Virtual Reality Applications and Impacts
  • Artificial Intelligence in Healthcare and Education
  • Biomedical and Engineering Education
  • Optimism, Hope, and Well-being
  • Quality and Safety in Healthcare
  • Electronic Health Records Systems
  • Flow Experience in Various Fields
  • Ethics in Clinical Research
  • Reflective Practices in Education
  • Personal Information Management and User Behavior

University of York
2018-2024

University of Copenhagen
2024

The Open University
2009-2019

University College London
2013-2019

Human Reliability (United Kingdom)
2019

University of Bristol
2019

London Centre for Nanotechnology
2014-2016

The London College
2015

UCL Australia
2013-2014

Online citizen science projects have demonstrated their usefulness for research, however little is known about the potential benefits volunteers. We conducted 39 interviews (28 volunteers, 11 researchers) to gain a greater understanding of volunteers' motivations, learning and creativity (MLC). In our MLC model we explain that participating progressing in project community provides volunteers with many indirect opportunities creativity. The more aspects are involved in, likely they sustain...

10.22323/2.15030205 article EN cc-by-nc-nd Journal of Science Communication 2016-04-20

Design frictions, a term found in popular media articles about user experience design, refer to points of difficulty occurring during interaction with technology. Such often argue that these frictions should be removed from flows order reduce the risk frustration and disengagement. In this paper we that, many scenarios, designing friction into interactions through introduction microboundaries, can, fact, have positive effects. can disrupt "mindless" automatic interactions, prompting moments...

10.1145/2851581.2892410 article EN 2016-05-06

HCI has become increasingly interested in the use of technology during difficult life experiences. Yet despite considerable popularity, little is known about how and why people engage with games times personal difficulty. Based on a qualitative analysis an online survey (N=95), our findings indicate that offered players much needed respite from stress, supported them dealing their feelings, facilitated social connections, stimulated change growth, provided lifeline existential doubt....

10.1145/3290605.3300453 article EN 2019-04-29

The problemArtificial Intelligence (AI) is often touted as healthcare's saviour, but its potential will only be realised if developers and providers consider the whole clinical context AI's place within it.One of many aspects that question liability.Analysis responsibility attributions in complex, partly automated socio-technical systems has identified risk nearest human operator may bear brunt for overall system malfunctions. 1As we move towards integrating AI into healthcare systems, it...

10.1016/j.fhj.2024.100007 article EN cc-by Future Healthcare Journal 2024-02-19

Increasingly, games are being incorporated into online citizen science (CS) projects as a way of crowdsourcing data; yet the influence gamification on volunteer motivations and engagement in CS is still unknown. In an interview study with 8 volunteers (4 from Foldit, 4 Eyewire), we found that game elements communication tools not necessary for attracting new to project; however they may help sustain over time, by allowing participate range social interactions through enabling meaningful...

10.1145/2468356.2468553 article EN 2013-04-27

Introduction Intravenous medication administration has traditionally been regarded as error prone, with high potential for harm. A recent US multisite study revealed few potentially harmful errors despite a overall rate. However, there is limited evidence about infusion practices in England and how they relate to prevalence types of error. Objectives To determine the prevalence, severity discrepancies English hospitals, explore sources variation, including contribution smart pumps. Methods...

10.1136/bmjqs-2017-007476 article EN cc-by BMJ Quality & Safety 2018-04-07

Reflection is a core design outcome for HCI, and recent work has suggested that games are well suited prompting supporting reflection on variety of matters. However, research about what sorts reflection, if any, players experience, or benefits they might derive from it, scarce. We report an interview study explored when instances occurred, at level reflected their gaming as reactions. Our findings revealed many considered to be worthwhile activity in itself, highlighting its significance the...

10.1145/3242671.3242691 article EN 2018-10-23

Lesbian, gay, bisexual, and transgender (LGBT) youth other young people diverse in terms of their sexuality gender (LGBT+) are at an elevated risk mental health problems such as depression. Factors isolation stigma mean that accessing services can be particularly challenging for LGBT+ people, previous studies have highlighted many prefer to access psychological support on the Web. Research from New Zealand has demonstrated promising effectiveness acceptability focused, serious game-based,...

10.2196/11249 article EN cc-by JMIR Serious Games 2018-11-01

Previous research has shown that player involvement can be influenced by a range of factors, from the controllers used to perceived level challenge provided game. However, little attention been paid influence game interface. Game interfaces consist both diegetic (that viewed player-character, e.g. world) and non-diegetic components are only player, heads-up display). In this paper we examine two versions first-person shooter investigate how immersion is through interacting with Our findings...

10.1145/2793107.2793120 article EN 2015-10-05

Digital games can be powerful learning environments because they encourage active and participation within “affinity groups” (Gee, 2004). However, the use of in formal educational is not always successful (O’Neil et al., 2005). There a need to update existing theories motivation engagement order take recent game-related developments into account. Understanding links between why people play games, what keeps them engaged this process, learn as result could have significant impact on how value...

10.4018/jvple.2011040101 article EN International Journal of Virtual and Personal Learning Environments 2011-04-01

Games are normally considered to be "fun", though recently there is growing interest in how gameplay can promote empathy and encourage reflection through "serious experience". However, when looking beyond enjoyment, it not clear actually evaluate serious experience. We present an evaluation of four games that were submitted a student game design competition; the competition challenged teams inspired curiosity around human error blame culture within context healthcare. The entries judged by...

10.1145/2702123.2702204 article EN 2015-04-17

Game developers have to ensure their games are appealing to, and playable by, a range of people. However, although there has been interest in the game-play experience, we know little about how learning relates player involvement. This is despite challenge being an integral part game-play, providing players with potential opportunities learn. article reports on multiple case-study approach that explored involvement come together practice. Participants consisted mix gamers casual players. Data...

10.1080/07370024.2014.987347 article EN Human-Computer Interaction 2014-12-22

Gameplay frequently involves a combination of positive and negative emotions, where there is increasing interest in how to design for more complex forms player experience. However, despite the risk that some these experiences may be uncomfortable, has been little empirical investigation into discomfort manifests during play its impact on engagement. We conducted qualitative using an online survey (N=95), focused uncomfortable interactions across three games: Darkest Dungeon, Fallout 4...

10.1145/3311350.3347179 article EN 2019-10-17

Do people use games to cope with adverse life events and crises? Research informed by self-determination theory proposes that might compensate for thwarted basic psychological needs in daily seeking out satisfy those lacking needs. To test this, we conducted a preregistered mixed-method survey study (n = 285) on people's gaming behaviours need states during early stages of the COVID-19 pandemic (May 2020). We found qualitative evidence was an often actively sought successful means...

10.1145/3491102.3501858 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

Reflection has become a core interest for game designers. However, empirical research into the kinds and causes reflection within games is scarce. We therefore conducted an online questionnaire where participants (n=101) openly reported perspective-challenging moments games, their causes, experience, impact. Where past work emphasized transformative that changes player's views behavior outside game, we found players report predominantly of 'endo'-transformative reflection, which focused on...

10.1145/3311350.3347192 article EN 2019-10-17

10.1007/s13347-013-0111-1 article EN Philosophy & Technology 2013-06-28

Aim. This article presents a model of how gaming involvement and informal learning come together in practice. Method. Based on series interviews, case studies, wider survey, the Gaming Involvement Informal Learning (GIIL) framework indicates with variety practices can lead to range different experiences. Results. The is able account for both what people learn from while also highlighting influence player identity. Further, iterative relationship between identity, involvement, emphasized:...

10.1177/1046878114554191 article EN Simulation & Gaming 2014-08-01

Intravenous medication is essential for many hospital inpatients. However, providing intravenous therapy complex and errors are common. 'Smart pumps' incorporating dose error reduction software have been widely advocated to reduce error. little known about their effect on patient safety, how they used or likely impact. This study will explore the landscape of infusion practices in English hospitals smart pumps may relate prevalence administration errors. a mixed-methods involving an...

10.1136/bmjopen-2015-009777 article EN cc-by BMJ Open 2016-03-01

People play games for the experience, and one of aims player experience research is to understand what constitutes contributes positive gaming experiences. Emotionally challenging uncomfortable game experiences have been largely neglected, as they are seemingly at odds with field's focus on fun affect. We argue that positively-biased perspective desirable emotions in misses out opportunities interplay between negative offers. A previous workshop CHI PLAY 2015 covered this missed opportunity...

10.1145/2968120.2968126 article EN 2016-10-12

Reflection is an important precursor to attitude and behavior change, but existing advice on designing for reflection in games mixed requires further empirical investigation. We report the design evaluation (n=32) of a game prompt student work-life balance. Participants played as themselves or third person character (Alex). An inductive qualitative analysis post-play interviews, follow-up one week later, resulted four themes relating how gameplay facilitated reflection: making (sensible)...

10.1145/3549487 article EN Proceedings of the ACM on Human-Computer Interaction 2022-10-25

Challenge is considered to be one of the key components game-play, where game designers face tricky task getting balance right so that game-play neither too easy nor difficult. Through attempting in-game challenges, players experience cycles breakdown and breakthrough, breakthroughs involve moments insight in which learning occurs. However, little attention has been given how actually overcome challenges progress during game-play. Across two studies, we explore ways attempt achieve relation...

10.1145/2658537.2658697 article EN 2014-10-19

We need collective action to tackle global warming. However, research shows that people switch off from being concerned about the environment because they are often too busy, or fail appreciate their ability make a difference. An alternative approach is run campaigns able engage large numbers of and engender feelings concern empowerment. This could then kick-start range pro-environmental habits. present development evaluation playful installation aimed attract attention, stimulate discussion...

10.1145/2967934.2968102 article EN 2016-10-11

Previous research investigating motivations in citizen science have focused mostly on environmental projects. In this paper we focus specifically psychology projects, which term 'citizen psych-science'. We argue that psych-science differs from typical projects because volunteers are asked to contribute personal data. Furthermore the nature of such contributions can unanticipated consequences volunteer's and their experiences participating project. Exploring these issues more detail, describe...

10.15346/hc.v1i2.10 article EN cc-by Human Computation 2014-12-24
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