Peta Wyeth

ORCID: 0000-0003-1867-9536
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Innovative Human-Technology Interaction
  • Child Development and Digital Technology
  • Impact of Technology on Adolescents
  • Teaching and Learning Programming
  • Artificial Intelligence in Games
  • Virtual Reality Applications and Impacts
  • Interactive and Immersive Displays
  • Flow Experience in Various Fields
  • ICT in Developing Communities
  • Mobile Learning in Education
  • Media Influence and Health
  • Motivation and Self-Concept in Sports
  • Mind wandering and attention
  • Usability and User Interface Design
  • Creativity in Education and Neuroscience
  • Autism Spectrum Disorder Research
  • Technology Use by Older Adults
  • Augmented Reality Applications
  • Persona Design and Applications
  • Personality Traits and Psychology
  • Modular Robots and Swarm Intelligence
  • Urban Transport and Accessibility
  • Behavioral Health and Interventions

Queensland University of Technology
2014-2025

University of Technology Sydney
2023-2025

ARC Centre of Excellence for the Digital Child
2025

Australian Research Council
2022

IEEE Computer Society
2013

Quinnipiac University
2013

Electronic Arts (Canada)
2013

University of Nottingham
2007-2008

The University of Queensland
2002-2007

Although player enjoyment is central to computer games, there currently no accepted model of in games. There are many heuristics the literature, based on elements such as game interface, mechanics, gameplay, and narrative. However, a need integrate these into validated that can be used design, evaluate, understand We have drawn together various concise games structured by flow. Flow, widely enjoyment, includes eight that, we found, encompass from literature. Our new model, GameFlow, consists...

10.1145/1077246.1077253 article EN Computers in entertainment 2005-07-01

Adding game elements to an application motivate use and enhance the user experience is a growing trend known as gamification. This study explores of achievements when applied mobile designed help new students at university. paper describes foundations design framework used integrate Orientation Passport, personalised orientation event for smart phones. Passport utilises present information in engaging way encourage application. The system explained terms framework, findings pilot involving...

10.1145/2071536.2071554 article EN 2011-11-28

Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at game genres, but rarely through a PX lens. Especially, in the emerging area of massive online battle arena (MOBA) is not well understood by researchers field. We address this knowledge gap presenting study which we followed up with second semi-structured interview about MOBA games. Among results our analyses are that likely played other players, such as games,...

10.1145/2702123.2702447 article EN 2015-04-17

Abstract Electronic Blocks are a new programming environment designed specifically for children aged between 3 and 8 years. These physical, stackable blocks include sensor blocks, action logic blocks. By connecting these can program wide variety of structures that interact with one another the environment. provide young opportunities to observe dynamic behavior without having acquire complex symbolic notation systems. Young able build debug by using because syntactic semantic problems...

10.1080/10508400802395069 article EN Journal of the Learning Sciences 2008-10-22

IN THIS PAPER WE REPORT SOME initial findings from our investigations into the Australian Government's Longitudinal Study of Children dataset. It is revealed that majority children are exceeding government's Screen Time recommendations and most their screen time spent as TV viewing, opposed to video game play or computer use. In light this finding, we review body research surrounding children's engagement in activities associated positive negative effects. Based on existing evidence, define...

10.1177/183693911203700413 article EN Australasian Journal of Early Childhood 2012-12-01

Online multiplayer games are often rich sources of complex social interactions. In this paper, we focus on the unique player experiences (PX) created by Multiplayer Battle Arena (MOBA) games. We examine key phases players' engagement with genre and investigate why players start, stay, stop playing MOBAs. Our study identifies how team interactions during play friends or strangers affect PX these phases. Results indicate ability to is salient when beginning periods engagement. Teams that...

10.1145/2967934.2968098 article EN 2016-10-11

The GameFlow model strives to be a general of player enjoyment, applicable all game genres and platforms. Derived from set heuristics for creating enjoyable experiences, the has been widely used in evaluating many types games, as well non-game applications. Initial applications were limited real-time strategy games. However, order considered enjoyment needs applied more varied play experiences. In this article, we revisit design model, review various derivative models, discuss on-going...

10.1145/3034780 article EN Computers in entertainment 2017-04-04

The term gamification describes the addition of game elements to non-game contexts as a means motivate and engage users. This study investigates design, delivery pilot evaluation gamified, smartphone application built introduce new students campus, services people at university during their first few weeks. paper changes made after an initial field was undertaken provides impact redesign. Survey responses were collected from thirteen usage data captured 105 students. Results indicate three...

10.1145/2414536.2414560 article EN 2012-11-26

Tangible programming elements offer the dynamic and programmable properties of a computer without complexity introduced by keyboard, mouse screen. This paper explores extent to which skills are used children during interactions with set tangible elements: Electronic Blocks. An evaluation Blocks indicates that become heavily engaged blocks, learn simple minimum adult support.

10.1145/506443.506591 article EN 2002-04-20

This study explored relationships between personality, videogame preference and gaming experiences. Four hundred sixty-six participants completed an online survey in which they recalled a recent experience, provided measures of personality their experience via the Game Experience Questionnaire (GEQ). Relationships game genre, were found. Results are interpreted with reference to possible implications for positive impact on wellbeing play means improving breadth appeal specific genres.

10.1145/2367616.2367633 article EN 2012-09-04

The study examines the relationship of challenge-skill balance and player experience through evaluation competence, autonomy, presence, interest/enjoyment, positive negative affect states. To manipulate balance, three video game modes -- boredom (low challenge), (medium overload (high challenge) were developed experimentally tested (n = 45). showed that self-reported affect, interest/enjoyment differed between levels. condition generally performed well in terms experiences, confirming key...

10.1145/2858036.2858563 article EN 2016-05-05

Multiplayer Dynamic Difficulty Adjustment (mDDA) is a method of reducing the difference in player performance and subsequent challenge competitive multiplayer video games. As balance between skill experienced necessary for optimal experience, this experimental study investigates effects mDDA awareness its presence on experience using subjective biometric measures. Early analysis indicates that normalizes as expected, but can reduce effectiveness.

10.1145/2559206.2581285 article EN 2014-04-26

Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about true potential for intuitive use. This paper proposes methods leverage existing theory games research, specifically by examining different types naturally mapped videogames using new measures previous player experience. Three commercial a racing game were categorised an typology, according how...

10.1145/2658537.2658541 article EN 2014-10-19

People often use videogames to restore wellbeing after negative experiences in day-to-day life. Although some research suggests that play can wellbeing, few studies have investigated the means by which restoration occurs. We employed self-determination theory (SDT) understand how and what degree improves a need-frustrating event, players of competence play. Sixty-five participants worked at manipulation task prior playing competence-satisfying videogame. Competence, affect, vitality improved...

10.1145/3313831.3376332 article EN 2020-04-21

Electronic Blocks are a new programming environment, designed specifically for children aged between three and eight years. As such, the design of Block environment is firmly based on principles developmentally appropriate practices in early childhood education. The physical, stackable blocks that include sensor blocks, action logic blocks. Evaluation with both preschool primary school shows blocks' ease use power engagement have created compelling tool introduction meaningful technology...

10.1145/953536.953550 article EN 2003-07-01

The balance between player competence and the challenge presented by a task has been acknowledged as major factor in providing optimal experience video games. While Dynamic Difficulty Adjustment (DDA) presents methods for adjusting difficulty real-time during singleplayer games, little research explored its application competitive multiplayer games where is dictated of human opponents. By conducting formal review 180 existing it was found that large number modern are utilizing DDA techniques...

10.1109/igic.2013.6659150 article EN 2013-09-01
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