Jessica Hammer
#48,578
Most Influential Person Now
American computer scientist
Jessica Hammer's AcademicInfluence.com Rankings
Jessica Hammercomputer-science Degrees
Computer Science
#3107
World Rank
#3257
Historical Rank
#1240
USA Rank
Database
#9289
World Rank
#9779
Historical Rank
#1298
USA Rank
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Computer Science
Jessica Hammer's Degrees
- PhD Human-Computer Interaction Carnegie Mellon University
- Masters Human-Computer Interaction Carnegie Mellon University
Why Is Jessica Hammer Influential?
(Suggest an Edit or Addition)According to Wikipedia, Jessica Hammer is an assistant professor in the Human-Computer Interaction Institute at Carnegie Mellon University. Early life and education Hammer, who was a finalist in the Regeneron Science Talent Search, attended the Maimonides School, in Brookline, Massachusetts.
Jessica Hammer's Published Works
Published Works
- Gamification in Education: What, How, Why Bother? (2011) (786)
- Beyond Dyadic Interactions: Considering Chatbots as Community Members (2019) (60)
- A Design Framework for Awareness Cues in Distributed Multiplayer Games (2018) (56)
- Playing to Wait: A Taxonomy of Idle Games (2018) (54)
- A framework for cooperative communication game mechanics from grounded theory (2014) (54)
- Audience Participation Games: Blurring the Line Between Player and Spectator (2017) (48)
- Fitter, Happier, More Productive?: The Normative Ontology of Fitness Trackers (2018) (46)
- Integrating Curiosity and Uncertainty in Game Design (2016) (31)
- Design Challenges for Livestreamed Audience Participation Games (2018) (31)
- "They Just Don't Get It": Towards Social Technologies for Coping with Interpersonal Racism (2020) (29)
- It Takes a Village: Integrating an Adaptive Chatbot into an Online Gaming Community (2020) (26)
- The Social Roles of Bots (2018) (26)
- Playtesting with a Purpose (2016) (23)
- Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives (2017) (21)
- Going Global: Understanding English Language Learners’ Student Motivation in English-Language MOOCs (2018) (20)
- PeerPresents: A Web-Based System for In-Class Peer Feedback during Student Presentations (2016) (20)
- Intangle: exploring interpersonal bodily interactions through sharing controllers (2014) (20)
- Games and (preparation for future) learning (2009) (18)
- Understanding ESL Students' Motivations to Increase MOOC Accessibility (2016) (18)
- Brick: Toward A Model for Designing Synchronous Colocated Augmented Reality Games (2019) (17)
- Toward Measuring Empathy in Virtual Reality (2017) (17)
- Audience and Streamer Participation at Scale on Twitch (2019) (15)
- How Guiding Questions Facilitate Feedback Exchange in Project-Based Learning (2019) (15)
- Toward a Twitch Research Toolkit: A Systematic Review of Approaches to Research on Game Streaming (2019) (15)
- Self-Efficacy-Based Game Design to Encourage Security Behavior Online (2019) (15)
- How Do English Language Learners Interact with Different Content Types in MOOC Videos? (2018) (14)
- Understanding Family Collaboration Around Lightweight Modification of Everyday Objects in the Home (2019) (14)
- Reducing Uncertainty and Offering Comfort: Designing Technology for Coping with Interpersonal Racism (2021) (12)
- Getting Playful with Explainable AI: Games with a Purpose to Improve Human Understanding of AI (2020) (12)
- The Upcycled Home: Removing Barriers to Lightweight Modification of the Home's Everyday Objects (2020) (12)
- Learning and Role-Playing Games (2018) (11)
- Browser Language Preferences as a Metric for Identifying ESL Speakers in MOOCs (2016) (10)
- "It Started as a Joke": On the Design of Idle Games (2019) (9)
- Understanding Gender Equity in Author Order Assignment (2018) (9)
- Proximate Social Factors in First-Time Contribution to Online Communities (2020) (9)
- Envisioning Jewish HCI (2020) (8)
- Designing Interactive Scaffolds to Encourage Reflection on Peer Feedback (2020) (8)
- Peer Feedback Processes in the Game Industry (2019) (7)
- Better Organization or a Source of Distraction?: Introducing Digital Peer Feedback to a Paper-Based Classroom (2017) (7)
- Identity-Based Roles in Rhizomatic Social Justice Movements on Twitter (2020) (7)
- Characterizing ELL Students' Behavior During MOOC Videos Using Content Type (2017) (7)
- Mapping Design Spaces for Audience Participation in Game Live Streaming (2021) (6)
- Counterspace Games for BIWOC STEM Students (2021) (6)
- Designing Games for Healthy Sleep (2020) (6)
- The Pleasure of Playing Less: A Study of Incremental Games Through the Lens of Kittens (2018) (6)
- Modeling and Designing for Key Elements of Curiosity: Risking Failure, Valuing Questions (2018) (6)
- Towards Designing Technology for Classroom Role-Play (2017) (6)
- Integrating Religion, Faith, and Spirituality in HCI (2022) (5)
- Cultural Alignment and Game-Based Learning. (2017) (5)
- Promoting Player Empathy for People Living with Poverty (2019) (5)
- Exploring Hybrid Virtual-Physical Homes (2020) (5)
- Assessing the Effects of Open Models of Learning and Enjoyment in a Digital Learning Game (2021) (5)
- Brick: A Synchronous Multiplayer Augmented Reality Game for Mobile Phones (2019) (5)
- Towards Automatic Generation of Peer-Targeted Science Talk in Curiosity-Evoking Virtual Agent (2018) (5)
- What Lurks in the Dark: An Audience Participation Horror Game (2017) (5)
- Cultural Relevance in MOOCs: Asking About Socioeconomic Context (2015) (5)
- All the World (Wide Web)'s a Stage: A Workshop on Live Streaming (2019) (5)
- Hacked Time: Design and Evaluation of a Self-Efficacy Based Cybersecurity Game (2020) (5)
- Character Diversity in Digital and Non-Digital Games (2018) (5)
- A Storytelling Game to Foster Empathy and Connect Emotionally with Breast Cancer Journeys (2021) (4)
- Larping (Live Action Role Playing) as an Embodied Design Research Method (2019) (4)
- Towards Examining The Effects of Live Streaming an Educational Game (2021) (4)
- Treehouse Dreams: A Game-Based Method for Eliciting Interview Data from Children (2016) (4)
- A Preliminary Look at MOOC-associated Facebook Groups: Prevalence, Geographic Representation, and Homophily (2016) (4)
- Fictional, Interactive Narrative as a Foundation to Talk about Racism (2020) (4)
- Angle Jungle: An Educational Game about Angles (2017) (3)
- Lab Counterculture (2020) (3)
- AI or Nay-I? Making Moral Complexity More Accessible (2019) (3)
- Designing a Self-Efficacy Game for Health Literacy in Marginalized Communities (2021) (3)
- Power and Control in Role-Playing Games (2018) (3)
- Play for Real(ism) - Using Games to Predict Human-AI interactions in the Real World (2021) (3)
- How Much Do They Know About Sexual Health?: Knowledge and Information-Seeking Behaviors of Spanish-Speaking Immigrant Adolescents in Curacao, Netherlands Antilles (2010) (3)
- Toward Live Streamed Improvisational Game Experiences (2020) (3)
- Fostering Equitable Help-Seeking for K-3 Students in Low Income and Rural Contexts (2021) (2)
- Worldbuilding in Role-Playing Games (2018) (2)
- CHI 2018 Workshop: Data-Driven Educational Game Design (2018) (2)
- Designing Game-Based Rehabilitation Experiences for People with Aphasia (2021) (2)
- A Good Scare: Leveraging Game Theming and Narrative to Impact Player Experience (2019) (2)
- Interactive Fiction Provotypes for Coping with Interpersonal Racism (2022) (2)
- Designing Role-Playing Games that Address the Holocaust (2021) (1)
- Sharing Multi-User VR Spaces (2020) (1)
- Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants (2022) (1)
- Homecoming: Exploring Returns to Long-Term Single Player Games (2021) (1)
- Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher (2021) (1)
- Game With A Purpose To Collect Home Audio Data (2019) (1)
- Fostering Innovation in Prevention and Treatment of Obesity in Youth: Digitally Mediated Physical Play as an Exemplar (2021) (1)
- Augmented Tabletop Games Workshop (2017) (1)
- Toward a Design Theory of Sleepy Games (2019) (1)
- The IoT Codex: A Book of Paper Engineering Techniques for Authoring and Composing Embedded Computing Applications (2021) (1)
- Running head : FROM GAME DESIGN TO GOAL DELINEATION IN THE TANDEM TRANSFORMATIONAL GAME DESIGN FRAMEWORK From Game Design to Goal Delineation in the Tandem Transformational Game Design Framework (2019) (1)
- Above Water: What a game to destigmatise anxiety tells us about developing games targeting sensitive topics (Preprint) (2020) (1)
- A Socio-Ecological Approach to Activity Games for Girls (2021) (1)
- Above Water: Designing Games for Sensitive Topics and Battling Mental Health Stigma (Preprint) (2020) (0)
- Games in Learning Contexts (2008) (0)
- From individual rights to community obligations (2022) (0)
- Data Detectives: A Tabletop Card Game about Training Data (2022) (0)
- Teacher support and encouragement in the classroom and its impact on childhood obesity (2012) (0)
- Playing Prejudice: The Impact of Game-Play on Attributions of Racial and Gender Bias (2014) (0)
- Persuasion Invasion: Reducing Bias with Value-Adaptive Instruction (2020) (0)
- Playing Prejudice: The Impact of Game-Play on Attributions of Gender and Racial Bias (2014) (0)
- USING GAMIFICATION AS A WAY OF INCREASING STUDENTS MOTIVATION (2016) (0)
- Fitter, Happier, More Productive? Normative Ontologies of Fitness Trackers (2018) (0)
- Brick (2019) (0)
- An Upcycled IoT (2021) (0)
- Structural Mismatches in Academic Game Development (2022) (0)
- Lit: A Game Intervention for Nicotine Smokers (2010) (0)
- Understanding Player Retention Strategies in Animal Crossing: New Horizons (2021) (0)
- Assessing the Effects of Open Models of Learning and Enjoyment in a Digital Learning Game (2021) (0)
- Intergenerational Games to Learn About AI and Ethics (2022) (0)
- Leveraging the Twitch Platform and Gamification to Generate Home Audio Datasets (2021) (0)
- Online Freeform Role-Playing Games (2018) (0)
- V-Light: Leveraging Edge Computing For The Design of Mobile Augmented Reality Games (2023) (0)
- “I Would Like to Design”: Black Girls Analyzing and Ideating Fair and Accountable AI (2023) (0)
- The Design of Co-Robotic Games for Computer Science Education (2021) (0)
- Moving for the Movement: Applying Viewpoints and Composition Techniques to the Design of Online Social Justice Campaigns (2020) (0)
- Creativity in the Game Design Classroom (2009) (0)
- How Do English Language Learners Interact with Different Content Types in MOOC Videos? (2017) (0)
- Going Global: Understanding English Language Learners’ Student Motivation in English-Language MOOCs (2017) (0)
- Creation of Veterinary Educational Materials (VEMs) for English Second Language (ESL) Spanish Speakers (2015) (0)
- Booklet-Based Design Fiction to Support AI Literacy (2022) (0)
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What Schools Are Affiliated With Jessica Hammer?
Jessica Hammer is affiliated with the following schools: