Ben Kirman

ORCID: 0000-0002-4087-5798
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About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Digital Games and Media
  • Educational Games and Gamification
  • Artificial Intelligence in Games
  • Impact of Technology on Adolescents
  • Opinion Dynamics and Social Influence
  • Complex Network Analysis Techniques
  • Persona Design and Applications
  • Social Media and Politics
  • Mobile Crowdsensing and Crowdsourcing
  • Behavioral Health and Interventions
  • Digital Economy and Work Transformation
  • Sharing Economy and Platforms
  • Team Dynamics and Performance
  • Personal Information Management and User Behavior
  • Technology Use by Older Adults
  • Sports Analytics and Performance
  • Video Analysis and Summarization
  • Data Visualization and Analytics
  • Transportation and Mobility Innovations
  • Environmental Education and Sustainability
  • Human-Animal Interaction Studies
  • Green IT and Sustainability
  • ICT in Developing Communities
  • Innovative Teaching and Learning Methods

University of York
2016-2024

Lancaster University
2022

University of Lincoln
2007-2016

There has recently been a great deal of interest in the potential computer games to function as innovative educational tools. However, there is very little evidence fulfilling that potential. Indeed, process merging disparate goals education and design appears problematic, are currently no practical guidelines for how do so coherent manner. In this paper, we describe successful, empirically validated teaching methods developed by behavioural psychologists point out they uniquely suited take...

10.1145/1978942.1979229 article EN 2011-05-07

There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question problematise the ultimate consequences such using quantification companion animals (pets) as a case study. We apply concept "moving upstream" study use qualitative research approach which both pet owners, animal behavioural experts, were presented with, asked discuss, designs for applications, extrapolated from contemporary trends....

10.1145/2702123.2702260 article EN 2015-04-17

Previous research has suggested that social and competitive interaction over online networking sites could be harnessed in order to motivate behaviour change users. This paper presents the design in-the-wild evaluation of StepMatron, a Facebook application designed provide context for daily pedometer readings physical activity working environment. A study was conducted determine whether interactions between users via more successfully motivated than simply recording step counts similar...

10.1145/1930488.1930510 article EN 2010-10-06

Design research and practice within HCI is inherently oriented toward the future. However, vision of future described by researchers practitioners typically utility-driven focuses on short term. It rarely acknowledges potentially complex social psychological long-term consequences technology artefacts produced. Thus, it has potential to unintentionally cause real harm. Drawing scholarship that investigates link between fiction design, this workshop will explore "alternate endings"...

10.1145/2559206.2560472 article EN 2014-04-26

This paper introduces 'Gophers', a social game for mobile devices that utilises task oriented gameplay to create novel entertainment experience. The study combines number of key research themes: gaming, acquiring useful data through and content sharing in settings. experience trialling the real world is discussed findings from are presented.

10.1145/1255047.1255050 article EN 2007-06-13

In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes boundaries implicit contract present in all online systems, and, argue, is vital importance understanding interactions. Using examples from games and other applications, an act appropriation, which reinterprets mechanics defined by developers unexpected sometimes upsetting ways. Although frequently interpreted negative anti-social...

10.1145/2212776.2212790 article EN 2012-05-05

The pace at which challenges are introduced in a game has long been identified as key determinant of both the enjoyment and difficulty experienced by players, their ability to learn from play. In order understand how best games, there is great value analysing games already demonstrated highly engaging. Play-through videos four puzzle (Portal, Portal 2 Co-operative mode, Braid Lemmings), were observed analysed using metrics derived behavioural psychology understanding people solve problems....

10.1145/2658537.2658695 article EN 2014-10-19

Bots are estimated to account for well over half of all web traffic, yet they remain an understudied topic in HCI. In this paper we present the findings analysis 2284 submissions across three discussion groups dedicated request, creation and bots on Reddit. We set out examine qualities functionalities practical social challenges surrounding their use. Our highlight prevalence misunderstandings around capabilities bots, misalignments discourse between novices who request more expert members...

10.1145/3025453.3025830 article EN 2017-05-02

Esports (competitive videogames) have grown into a global phenomenon with over 450m viewers and 1.5bn USD market. broadcasts follow similar structure to traditional sports. However, due their virtual nature, large detailed amount data is available about in-game actions not currently accessible in sport. This provides an opportunity incorporate novel insights complex aspects of gameplay the audience experience – enabling more in-depth coverage for experienced viewers, increased accessibility...

10.1145/3391614.3393659 article EN ACM International Conference on Interactive Media Experiences 2020-06-17

As robots from the future, we are compelled to present this important historical document which discusses how systematic investigation of interactive technology facilitated and hastened enslavement mankind by during 21st Century. We describe CHI community, in general, was largely responsible for eventuality, as well specific strands interaction design work were key enslavement. also mention futility some reactionary emergent your time that sought challenge inevitable subjugation. conclude...

10.1145/2468356.2468740 article EN 2013-04-27

column Share on Power, participation, and the dog internet Authors: Shaun Lawson Northumbria University UniversityView Profile , Ben Kirman of York YorkView Conor Linehan College Cork CorkView Authors Info & Claims InteractionsVolume 23Issue 4July - August 2016 pp 37–41https://doi.org/10.1145/2942442Published:28 June 2016Publication History 24citation1,586DownloadsMetricsTotal Citations24Total Downloads1,586Last 12 Months226Last 6 weeks19 Get Citation AlertsNew Alert added!This alert has...

10.1145/2942442 article EN interactions 2016-06-28

In this paper we investigate how online counter-discourse is designed, deployed and orchestrated by activists to challenge dominant narratives around socio-political issues. We focus on activism related the UK broadcast media's negative portrayal of welfare benefit claimants; portrayals characterised as "poverty porn" critics. Using critical discourse analysis, explore two activist campaigns countering TV programme Benefits Street. Through content analysis social media, associated...

10.1007/s10606-017-9275-z article EN cc-by Computer Supported Cooperative Work (CSCW) 2017-05-16

In this paper we argue that "persuasive technologies," developed to motivate behaviour change in users, have so far failed exploit the established body of empirical research within behavioural science. We propose persuasive technologies may benefit from both adapting individual preferences, and a constructive use aversive, addition appetitive, feedback. detail an example application demonstrates how approach can be incorporated into designed train users adopt more environmentally friendly...

10.1145/1753846.1753852 article EN 2010-04-10

In game design, curiosity is often a critical driver of player engagement, yet its complex role in influencing experience remains underexplored. The present study aims to delineate the categorisation and representation playing how it contributes experience. A survey 482 participants was conducted investigate multifaceted nature curiosity. findings indicate that game-related encompasses seven broad categories 13 separate performance dimensions. Notably, reveals players' pronounced preference...

10.1080/10447318.2024.2325171 article EN cc-by-nc-nd International Journal of Human-Computer Interaction 2024-03-06

In this paper we describe the results of a controlled study social game, Magpies, which was built on Facebook Online Social Network (OSN) and enhanced with contextual information in form variety network indices.Through comparison concurrent control trial using an identical game without information, it shown that additional data increased frequency activity between players engaged game.Despite increase activity, there little growth player-base when compared to condition.These findings...

10.1145/1753326.1753589 article EN 2010-04-10

Games built on Online Social Networks (OSNs) have become a phenomenon since 3rd party developer tools were released by OSNs such as Facebook. However, apart from their explosive popularity, little is known about the nature of social networks that are during play. In this paper, we present findings network analysis study carried out two Facebook applications, in comparison with similar but stand-alone game. We found games both and off graph exhibit properties. Specifically, distribution...

10.1109/cse.2009.266 article EN 2009-01-01

This paper reports on the pilot evaluation of "Power Ballads", an evocative social media application which displays aversive feedback based excessive household energy usage. Work by other researchers in persuasive technologies has previously suggested use should be avoided as it leads to a lack engagement users. work evaluates whether punishment non-desirable behaviour discourages users from engaging with application. To this end we recruited 9 households Power Ballads over period 4 weeks....

10.1145/1979742.1979944 article EN 2011-05-07

10.1136/bmj.1.5640.368-a article EN BMJ 1969-02-08

This paper announces the "Games Against Health" (GAH) research agenda, a criticism of, and response to, cultural imperialism of for paradigm. Committed to player-centric design ethics, GAH seeks dismantle "games health" myth as neo-liberal elitist diktat. We acknowledge values, tastes pleasures billions game players worldwide. argue that designers should engage more efficiently in disimprovement player health wellbeing order cater those players' existing preferences. hope can serve...

10.1145/2702613.2732514 article EN 2015-04-17

Uncomfortable interactions are a common aspect of daily life, and have been explored in Human-Computer Interaction; yet little is known about uncomfortable gaming experiences. In this paper, we report on the design preliminary evaluation game which one player invited to lie down coffin. Results an exploratory user study suggest that restricted space coffin along with its unsettling cultural connotation led engaging, thought provoking experience. By combining previously separately dimensions...

10.1145/2793107.2810307 article EN 2015-10-05
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