Rina R. Wehbe

ORCID: 0000-0003-3677-5185
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About
Contact & Profiles
Research Areas
  • Digital Games and Media
  • Educational Games and Gamification
  • Virtual Reality Applications and Impacts
  • Impact of Technology on Adolescents
  • Interactive and Immersive Displays
  • Digital Mental Health Interventions
  • Media Influence and Health
  • Artificial Intelligence in Games
  • Tactile and Sensory Interactions
  • Neural and Behavioral Psychology Studies
  • Augmented Reality Applications
  • Innovative Human-Technology Interaction
  • Attention Deficit Hyperactivity Disorder
  • Mind wandering and attention
  • Speech and dialogue systems
  • Mental Health Research Topics
  • Multimedia Communication and Technology
  • Sexuality, Behavior, and Technology
  • Persona Design and Applications
  • Information Systems Theories and Implementation
  • Visual and Cognitive Learning Processes
  • Opinion Dynamics and Social Influence
  • Action Observation and Synchronization
  • Hospital Admissions and Outcomes
  • Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes

Dalhousie University
2021-2024

University of Waterloo
2015-2021

University of Ontario Institute of Technology
2013-2017

Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad a gamification types model that attempts this but lacks standard procedure assess preferences. Therefore, we created 24-items survey response scale score preferences towards six different motivations in framework. We used internal and test-retest reliability analysis, as well factor validate new scale. Further analysis...

10.1145/2967934.2968082 article EN 2016-10-11

In the workplace, an individual's punctuality will not only affect how a person is viewed by colleagues, but also reverberate on their productivity. Being late for meeting can be disruptive to working team, costing everyone time and causing individual miss valuable information. Little has been done improve of teams; therefore, we were interested in studying effectiveness leaderboards, common gamification technique, improving participants regular work meetings. Leaderboards comprised data...

10.1145/2583008.2583012 article EN 2013-10-02

Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction over decade. However, current models suggested by the extant literature are generally based on classifying abstract motivations player archetypes. These concepts do not directly map onto building blocks games, taking away from utility findings. To address this issue, we propose conceptual framework two dimensions: and playing styles. investigate these concepts, conducted...

10.1145/3116595.3116629 article EN 2017-10-10

Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more in games played on screens mobile displays, there is not yet evidence of these effects sound PX VR. To address this, we conducted within-subjects experiment using commercial horror-adventure game study the VR monitor-display version same PX. Subsequently, explored, between-subjects study, audio dimensionality...

10.1145/3173574.3173902 article EN 2018-04-20

Typologies for understanding players' preferences toward different gameplay styles have gained popularity in research. However, attempts to model are based on type models instead of trait models, contrary the latest personality One such model, BrainHex, was designed as an interim enable investigations a definitive player model. it lacks empirical validation support its psychometric properties. The present work analyzed dataset with over 50,000 respondents devise traits off BrainHex scale....

10.1080/10447318.2018.1461765 article EN International Journal of Human-Computer Interaction 2018-04-19

Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital to determine what game objects players enjoyed and why they valued these Using this information, we seek inform the design future object collection interfaces. discuss types that prefer, reasons value objects, how may guide play. Through our findings, identify implications for interfaces: enable curation, preserve rules mechanics, context play, allow share their collections with...

10.1145/2967934.2968088 article EN 2016-10-11

Analyzing the social con¬text present in a gameplay environment and its effect on player experience can provide insights informing design value of games. We investigate influence condition (cooperative or competitive play with human versus computer-controlled character) experience. The study controlled for co-presence by ensuring that another individual attending to same stimulus was all conditions. Although physiological measures were not significant, subjective arousal pleasure...

10.1145/2793107.2810312 article EN 2015-10-05

People often learn game-related information in video games by taking turns playing and watching each other play. This type of in-game learning involves both observation imitation actions. However, are also made to be learnt individually during gameplay. Our study seeks assess which is more effective for learning: just a game yourself or somebody play it first. We compare two gameplay situations: digital before game-play after video. Using between-participants design, measure effectiveness we...

10.1145/2468356.2468474 article EN 2013-04-27

Why do we care if our teammates are not human? This study seeks to uncover whether or the perception of other players as human artificial entities can influence player experience. We use both deception and a between-participants blind design reduce bias in experiment. Our qualitative results show that people about perceived nature players, even though they always able correctly identify them non-player character teammates. Interview data suggest believing one is playing with humans...

10.1145/3064663.3064712 article EN 2017-06-08

Sketching in virtual 3D environments has enabled new forms of artistic expression and a variety novel design use-cases. However, the lack haptic feedback proves to be one main challenges this field. While prior work investigated vibrotactile force-feedback devices, paper proposes addition thermal feedback. We present ThermalPen, pen for sketching that associates texture colour strokes with different properties. For example, fire elicits an increase temperature, while ice causes temperature...

10.1145/3544549.3583901 article EN 2023-04-19

We present Above Water - a digital/physical hybrid game to inform people about the available strategies cope with two types of Anxiety Disorders Generalized Disorder and Panic Disorder. The teaches players existing treatments. This is designed inspire share their experiences develop own personal narrative. document also outlines an assessment strategy study determine its effectiveness as for health. educate non-institutionalized individuals clinical anxiety panic disorder. Potential may be...

10.1145/2968120.2971804 article EN 2016-10-12

Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and to redefine the personality of player while in play. also enable concept togetherness as means foster enhance connectedness, mutual dependencies, collaboration, community living interaction. We present work progress game installation create multi-level interactions player, spatial environment game. discuss MagicDuel, multiplayer game,...

10.1145/2468356.2468556 article EN 2013-04-27

Designing difficulty levels in platformer games is a challenge for game designers. It important because design decisions that affect also directly player experience. Consequently, strategies balancing are discussed by both academics and In this paper, we study how manipulating the following decisions, commonly found platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, Perspective. Results Speed Size indicate errors increase as speed increases platform size...

10.1145/3025453.3025697 article EN 2017-05-02

Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to avoid harm and stigmatization of people who live with MH conditions. As result, evaluation the game identify benefits risks is crucial understanding game's success; however, assessment these apps often compared nongame control condition, resulting findings specifically regarding...

10.2196/21376 article EN cc-by JMIR Serious Games 2021-10-12

Humans collect; we examine this behavior in digital game contexts to understand how players' penchant for collecting items can inform design. As part of an ongoing research agenda player attitudes towards objects, conducted online survey about habits with interviews as future work. We present initial analysis our data. Our findings suggest that players value objects most Role-Playing Games (RPGs). Utility and Enjoyment were cited the main reasons a objects' value, followed by Investment,...

10.1145/2793107.2810292 article EN 2015-10-05

Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative and whether they can effectively supplement even supplant traditional voice chat communication. The present research investigated in Portal 2 by testing the game's native mechanics for dyads custom test chambers. Following our initial hypothesis, functioned best when had access...

10.5555/3076132.3076143 article EN Graphics Interface 2016-06-01

As multi-touch displays grow in size and shrink price, they are more commonly used as gaming devices. When co-located users play games on a single, large display, establishing maintaining their physical digital territories poses social challenge to interaction. To gain insight into the mechanisms of users' territories, we analyze territorial interactions cooperative competitive multiplayer gameplay. Participants reported weighing each game interaction based perceived intent determine how...

10.1145/3313831.3376319 article EN 2020-04-21

Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. There remain open questions about how players use cooperative and whether they can effectively supplement even supplant traditional voice chat communication. This paper describes a future study to investigate in Portal 2, chronicles the design validation of test chambers for study.

10.1145/2793107.2810302 article EN 2015-10-05

ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Disorder and Panic Disorder. This focuses on teaching players treatments as well providing safe space for discussion of personal experiences. using the physical world (physical space, tangible cards) digital (accessible by any phone or tablet with modern web browser) part its gameplay.

10.1145/2992154.2996882 article EN 2016-11-06

Games User Research (GUR) can provide meaningful insights into the study of games. As a part GUR, we focus on area cognitive psychology and discuss electroencephalography (EEG) as an evaluation technique for We want to introduce game researchers EEG when studying side player experience how it benefit studies. In this paper, review techniques before providing with information about general setup methodology, data collection, preparation, analysis. Techniques reviewed have been used in medical...

10.26503/dl.v2013i1.641 article EN 2014-01-01

Children with Attention Deficit (Hyperactivity) Disorder or AD(H)D can require treatment for which they need to experience long-lasting neurofeedback sessions. might not adhere at-home activities because of the nature these sessions; thus, getting benefits program. To increase adherence and effectiveness itself, we propose gaming social encouragement. Our hypothesis is that by playing a collaborative game, children will be more adherent their therefore derive stronger benefit. For this...

10.1145/3341215.3356301 article EN 2019-10-17

Modern professional networking is heavily reliant on social media. In recognition of this trend, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage create community. The facilitates the emergence dynamics related trust, allegiance, betrayal, selective interaction, long-term strategic cooperation. By providing platform for large-scale playful will an experience that foster development mutually beneficial personal relationships players.

10.1145/2793107.2810265 article EN 2015-10-05

Although the significance of Mental Health (MH) is becoming increasingly more accepted worldwide, level MH Literacy (MHL) remains low. Individuals often find it uncomfortable to discuss this crucial topic. Unwillingness can be a result stigma surrounding topic which results in misconceptions, discrimination, and reluctance seek help or talk openly about challenges. Educating individuals encouraging open discussions are key reducing stigma. Games have proven their effectiveness for diverse...

10.1145/3677090 article EN cc-by-nc-sa Proceedings of the ACM on Human-Computer Interaction 2024-10-14
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