Regan Lee Mandryk
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Researcher ORCID ID = 0000-0003-0772-6616
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Regan Lee Mandrykcomputer-science Degrees
Computer Science
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Computer Science
Regan Lee Mandryk's Degrees
- PhD Computer Science University of Saskatchewan
- Masters Computer Science University of Saskatchewan
- Bachelors Computer Science University of Saskatchewan
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(Suggest an Edit or Addition)Regan Lee Mandryk's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007) (586)
- Using psychophysiological techniques to measure user experience with entertainment technologies (2006) (563)
- System Guidelines for Co-located, Collaborative Work on a Tabletop Display (2003) (513)
- Pervasive games: bringing computer entertainment back to the real world (2005) (415)
- Useful junk?: the effects of visual embellishment on comprehension and memorability of charts (2010) (334)
- Identifying emotional states using keystroke dynamics (2011) (332)
- Full-body motion-based game interaction for older adults (2012) (311)
- A continuous and objective evaluation of emotional experience with interactive play environments (2006) (306)
- Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014) (266)
- Calibration games: making calibration tasks enjoyable by adding motivating game elements (2011) (261)
- Towards an Effective Health Interventions Design: An Extension of the Health Belief Model (2012) (260)
- Biofeedback game design: using direct and indirect physiological control to enhance game interaction (2011) (257)
- BrainHex: A neurobiological gamer typology survey (2014) (256)
- Physiological indicators for the evaluation of co-located collaborative play (2004) (209)
- Tailoring persuasive health games to gamer type (2013) (197)
- Fostering Intrinsic Motivation through Avatar Identification in Digital Games (2016) (185)
- False prophets: exploring hybrid board/video games (2002) (170)
- LunchTime: a slow-casual game for long-term dietary behavior change (2013) (148)
- Understanding children's collaborative interactions in shared environments (2003) (144)
- BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey (2011) (119)
- Direct intentions: the effects of input devices on collaboration around a tabletop display (2006) (117)
- Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames (2014) (116)
- Control your game-self: effects of controller type on enjoyment, motivation, and personality in game (2013) (110)
- Improving the Efficacy of Games for Change Using Personalization Models (2017) (108)
- Supporting children's collaboration across handheld computers (2001) (99)
- The acute cognitive benefits of casual exergame play (2012) (90)
- TractorBeam: seamless integration of local and remote pointing for tabletop displays (2005) (81)
- Gender, Age, and Responsiveness to Cialdini's Persuasion Strategies (2015) (80)
- Target assistance for subtly balancing competitive play (2011) (79)
- Developing culturally relevant design guidelines for encouraging healthy eating behavior (2014) (76)
- Exploring display factors that influence co-located collaboration: angle, size, number, and user arrangement (2005) (74)
- Improving player balancing in racing games (2014) (65)
- Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game (2015) (57)
- Games as neurofeedback training for children with FASD (2013) (57)
- Exertion Games (2016) (55)
- Long-Term Use of Motion-Based Video Games in Care Home Settings (2015) (54)
- The Potential of Game-Based Digital Biomarkers for Modeling Mental Health (2019) (54)
- Manipulating Leaderboards to Induce Player Experience (2015) (52)
- Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness (2017) (50)
- Understanding children's interactions in synchronous shared environments (2002) (50)
- Age-Based Preferences and Player Experience: A Crowdsourced Cross-sectional Study (2017) (50)
- Special Issue on Ubiquitous Games (2002) (48)
- GrabApple: The Design of a Casual Exergame (2011) (48)
- The effects of embodied persuasive games on player attitudes toward people using wheelchairs (2014) (47)
- Deconstructing the touch experience (2013) (47)
- PiNiZoRo: a GPS-based exercise game for families (2010) (46)
- Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences (2017) (46)
- The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games (2014) (43)
- How players value their characters in world of warcraft (2014) (43)
- The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming (2018) (42)
- Trust Me: Social Games are Better than Social Icebreakers at Building Trust (2016) (42)
- "I'm just here to play games": social dynamics and sociality in an online game site (2012) (41)
- Perceptibility and utility of sticky targets (2008) (41)
- Wheelchair-based game design for older adults (2013) (41)
- Peak-End Effects on Player Experience in Casual Games (2016) (40)
- iEpi: an end to end solution for collecting, conditioning and utilizing epidemiologically relevant data (2012) (40)
- How Self-Esteem Shapes our Interactions with Play Technologies (2015) (39)
- An evaluation of coordination techniques for protecting objects and territories in tabletop groupware (2009) (39)
- The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training (2016) (39)
- Analysis and comparison of target assistance techniques for relative ray-cast pointing (2013) (38)
- Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables (2013) (37)
- Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits (2015) (37)
- How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing (2020) (37)
- KINECTwheels: wheelchair-accessible motion-based game interaction (2013) (37)
- Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design (2013) (36)
- TractorBeam Selection Aids: Improving Target Acquisition for Pointing Input on Tabletop Displays (2005) (36)
- Effects of view, input device, and track width on video game driving (2011) (36)
- Using job-shop scheduling tasks for evaluating collocated collaboration (2008) (36)
- Designing for Friendship: Modeling Properties of Play, In-Game Social Capital, and Psychological Well-being (2018) (36)
- Is movement better?: comparing sedentary and motion-based game controls for older adults (2013) (35)
- Targeting across displayless space (2008) (35)
- Display Factors Influencing Co-located Collaboration (2002) (34)
- Combating Attrition in Digital Self-Improvement Programs using Avatar Customization (2018) (34)
- Mobile Gamification for Crowdsourcing Data Collection: Leveraging the Freemium Model (2015) (31)
- How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience (2016) (31)
- Gender and Persuasive Technology: Examining the Persuasiveness of Persuasive Strategies by Gender Groups (2014) (31)
- The Effects of Graphical Fidelity on Player Experience (2013) (30)
- Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat (2017) (30)
- Improving the Efficacy of Cognitive Training for Digital Mental Health Interventions Through Avatar Customization: Crowdsourced Quasi-Experimental Study (2019) (30)
- Individual and Group Support in Tabletop Interaction Techniques (2010) (30)
- Emotional response and visual attention to non-photorealistic images (2012) (30)
- Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game (2014) (29)
- "Let's Get Physiological, Physiological!": A Systematic Review of Affective Gaming (2020) (29)
- How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game (2016) (29)
- Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations (2010) (29)
- Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments (2011) (28)
- Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments (2020) (28)
- Custom-designed motion-based games for older adults: A review of literature in human-computer interaction (2014) (28)
- Evaluation of emotional response to non-photorealistic images (2011) (27)
- The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games (2016) (26)
- Differentiating in-Game Frustration from at-Game Frustration using Touch Pressure (2016) (26)
- Integrating Point and Touch for Interaction with Digital Tabletop Displays (2006) (25)
- Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming (2021) (25)
- Involving players with special needs in Games User Research (2018) (25)
- Designing games to discourage sedentary behaviour (2014) (25)
- Sticky widgets: pseudo-haptic widget enhancements for multi-monitor displays (2005) (25)
- Integrating cumulative context into computer games (2008) (25)
- Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants (2012) (24)
- Decreasing sedentary behaviours in pre-adolescents using casual exergames at school (2014) (23)
- Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience (2017) (23)
- Scaffolding Player Location Awareness through Audio Cues in First-Person Shooters (2016) (23)
- Measuring affect in hci: going beyond the individual (2008) (23)
- Comparing content and input redirection in MDEs (2008) (23)
- Modeling user emotion in interactive play environments: a fuzzy physiological approach (2005) (23)
- Influencing Experience: The Effects of Reading Game Reviews on Player Experience (2011) (22)
- Designing Wheelchair-Based Movement Games (2015) (22)
- Games for the Assessment and Treatment of Mental Health (2017) (21)
- The impact of negative game reviews and user comments on player experience (2011) (20)
- Smart Sticky Widgets: Pseudo-haptic Enhancements for Multi-Monitor Displays (2006) (20)
- Objectively evaluating entertainment technology (2004) (20)
- Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games (2018) (20)
- Chapter 6 Biometrics in Gaming and Entertainment Technologies (2016) (20)
- Hearing is believing: evaluating ambient audio for location-based games (2011) (19)
- Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (2016) (19)
- Racial Diversity in Indie Games: Patterns, Challenges, and Opportunities (2017) (19)
- The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game (2017) (18)
- Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play (2020) (18)
- Brain and body interfaces: designing for meaningful interaction (2011) (18)
- Game Dynamics that Support Snacking, not Feasting (2019) (18)
- Gemini: A Pervasive Accumulated Context Exergame (2011) (18)
- Does Helping Hurt?: Aiming Assistance and Skill Development in a First-Person Shooter Game (2016) (17)
- Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation (2016) (17)
- The False Dichotomy between Positive and Negative Affect in Game Play (2015) (16)
- Designing Affective Games with Physiological Input (2011) (15)
- Methodology for Evaluating Collaboration Behaviour in Co-Located Environments (2004) (15)
- Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games (2019) (15)
- FTVR in VR: Evaluation of 3D Perception With a Simulated Volumetric Fish-Tank Virtual Reality Display (2019) (15)
- Shocking advantage! Improving digital game performance using non-invasive brain stimulation (2021) (14)
- Gamifying behaviour that leads to learning (2013) (14)
- Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task (2021) (14)
- Don't Talk Dirty to Me: How Sexist Beliefs Affect Experience in Sexist Games (2017) (14)
- Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games (2020) (13)
- Evaluating Affective Computing Environments Using Physiological Measures (2005) (13)
- Brain, body and bytes: psychophysiological user interaction (2010) (12)
- Those are not the Stories you are Looking For: Using Text Prototypes to Evaluate Game Narratives Early (2017) (12)
- Designing video games for older adults and caregivers (2014) (12)
- Extracting Heart Rate from Videos of Online Participants (2016) (12)
- Selecting Effective Strategies for Tailoring Persuasive Health Games to Gamer Types (2014) (12)
- Posture training with real-time visual feedback (2013) (12)
- Turning off-the-shelf games into biofeedback games (2012) (12)
- Game Metrics and Biometrics : The Future of Player Experience Research (2009) (11)
- An About Face: Diverse Representation in Games (2018) (11)
- How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task (2020) (11)
- SIGCHI Games: The Scope of Games and Play Research at CHI (2016) (10)
- The design and evaluation of a classroom exergame (2013) (10)
- Balancing multiplayer first-person shooter games using aiming assistance (2014) (10)
- Exploring a New Interaction Paradigm for Collaborating on Handheld (2002) (10)
- Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic (2022) (10)
- An In-Situ Study of Real-Life Listening Context (2012) (10)
- In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs (2020) (9)
- Iterative design of an augmented reality game and level-editing tool for use in the classroom (2014) (9)
- Unsatisfied needs as a predictor of obsessive passion for videogame play. (2021) (9)
- The effects of intended use on target acquisition (2011) (9)
- Character Sharing in World of Warcraft (2009) (9)
- Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends (2020) (9)
- Consequences, Schmonsequences! Considering the Future as Part of Publication and Peer Review in Computing Research (2021) (8)
- Red or blue pill: fostering identification and transportation through dialogue choices in RPGs (2019) (8)
- Learning to Measure Influence in a Scientific Social Network (2014) (8)
- The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments (2013) (8)
- Superimposing display space on workspace in the context of endoscopic surgery (1999) (8)
- Games as Neurofeedback Training for Kids with FASD (2013) (7)
- Sometimes When We Touch : How Arm Embodiments Change Reaching and Coordination on Digital Tables (2014) (7)
- Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game (2021) (7)
- Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context (2018) (7)
- How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety (2021) (7)
- 'In the Same Boat',: A Game of Mirroring Emotions for Enhancing Social Play (2019) (6)
- Video games for mental health (2019) (6)
- Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game (2020) (6)
- Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks (2015) (6)
- Multi-Display Environments for Co-located Collaboration (2005) (6)
- USING THE FINGER FOR INTERACTION IN VIRTUAL ENVIRONMENTS (2000) (6)
- A physiological approach for continuously modeling user emotion in interactive play environments (2008) (5)
- A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games (2020) (5)
- The Struggle is Spiel: On Failure and Success in Games (2021) (5)
- Gemini redux: Understanding player perception of accumulated context (2014) (5)
- Modeling Musical Mood From Audio Features and Listening Context on an In-Situ Data Set (2012) (5)
- Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength (2021) (5)
- ”Chat Has No Chill”: A Novel Physiological Interaction For Engaging Live Streaming Audiences (2022) (5)
- Just a click away: Action–state orientation moderates the impact of task interruptions on initiative (2019) (5)
- The Cognitive Benefits of Playing a Casual Exergame (2012) (5)
- Meeting with Media: Comparing Synchronous Media Sharing and Icebreaker Questions in Initial Interactions via Video Chat (2021) (5)
- Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy (2021) (5)
- Risking Treasure: Testing Loss Aversion in an Adventure Game (2020) (4)
- Discouraging sedentary behaviors using interactive play (2015) (4)
- The Future of Emotion in Human-Computer Interaction (2022) (4)
- Remote Assessment of Depression Using Digital Biomarkers From Cognitive Tasks (2021) (4)
- Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (2016) (4)
- Games and Play SIG: Shaping the Next Decade of Games & HCI Research (2020) (3)
- More than skin deep: about the influence of self-relevant avatars on inhibitory control (2022) (3)
- Through the looking glass: the effects of feedback on self-awareness and conversation during Video Chat (2017) (3)
- Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games (2020) (3)
- Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia (2014) (3)
- Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews (2021) (3)
- Critic-Proofing : Robust Validation Through Data-Mining (2010) (3)
- Videogame Play and Wellbeing Among a First Episode Psychosis Population (2021) (3)
- The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review (2020) (3)
- Creating and interpreting abstract visualizations of emotion (2012) (3)
- A Taxonomy of Coping Strategies and Discriminatory Stressors in Digital Gaming (2020) (3)
- Providing for Impression Management in Persuasive Designs (2012) (3)
- Feeling Good and In Control: In-game Tools to Support Targets of Toxicity (2022) (3)
- A metric for automatically flagging problem levels in games from prototype walkthrough data (2015) (3)
- A comparison of techniques for in-place toolbars (2010) (2)
- miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory (2022) (2)
- Organizing family support services at ACM conferences (2019) (2)
- Analysing Social Metrics in an Online Game Site (2012) (2)
- Investigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray Casting (2009) (2)
- Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation (2009) (2)
- The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety (2021) (2)
- Competitive action video game players display rightward error bias during on-line video game play (2017) (2)
- “Bad Vibrations”: Sensing Toxicity From In-Game Audio Features (2022) (2)
- History in Games (2020) (2)
- Modeling Behaviour to Predict User State: Self-Reports as Ground Truth (2020) (2)
- Games and the Metaverse (2022) (2)
- Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being (2022) (2)
- Playing Digital Games Will Make You a Better Human Being (2011) (1)
- Motion-Based Game Design for Older Adults (2012) (1)
- Seek What You Need (2021) (1)
- Meeting You, Seeing Me: The Role of Social Anxiety, Visual Feedback, and Interface Layout in a Get-to-Know-You Task via Video Chat (2021) (1)
- Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community (2022) (1)
- Under Pressure (2021) (1)
- Revisiting the SECPT-G: A template for the group-administered socially evaluated cold-pressor test to robustly induce stress (2022) (1)
- The EDGE of Face-to-Face Collaborative Technology (2000) (1)
- CHI 2015 Workshop “ Researching Gamification : Strategies , Opportunities , Challenges , Ethics ” Collected Papers (1)
- CHI 2030: The Future is Wide Open (2020) (0)
- Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-Being (2023) (0)
- Trails, Rails, and Over-Reliance: How Navigation Assistance Affects Route-Finding in Virtual Environments (2023) (0)
- (Don’t) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task (2022) (0)
- Using Physiological Indicators as Metrics of Collaboration (2004) (0)
- Paralysis by Analysis: Choking, Clutching, and Reinvestment in Competitive Gameplay (0)
- Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games (2022) (0)
- Social Anxiety Management through Digital Manipulation of Faces: Two Crowdsourced Studies and One Gaze-Tracking Experiment (Preprint) (2019) (0)
- Supporting accessibility at SIGCHI conferences (2020) (0)
- The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety (2021) (0)
- Definitions of Esports: A Systematic Review and Thematic Analysis (2022) (0)
- CHI PLAY 2016 chairs' welcome (2016) (0)
- Session details: Health Sensors & Monitoring (2015) (0)
- Inspiring Physical Activity through Play Technologies (2007) (0)
- PACMHCI V5, CHI PLAY, September 2021 Editorial (2021) (0)
- More than skin deep: about the influence of self-relevant avatars on inhibitory control (2022) (0)
- Peek and Look : Accessing Off-Screen Targets Using Head Tracking (2008) (0)
- Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing (2022) (0)
- Using Aim Assistance to Balance First Person Shooters (2014) (0)
- Games and Play SIG: Connecting Through Social and Playful Technologies (2023) (0)
- Predicting Beliefs from NPC Dialogues (2021) (0)
- LunchTime: a slow-casual game for long-term dietary behavior change (2012) (0)
- SIGCHI's quick response in a time of crisis (2020) (0)
- Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014) (0)
- SHAI 2023: Workshop on Designing for Safety in Human-AI Interactions (2023) (0)
- Game-based Digital Biomarkers: Mental Health Modeling using Behavioural Traces from Commercial Games (Preprint) (2018) (0)
- The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review (Preprint) (2020) (0)
- Session details: Gaming in the wild (2008) (0)
- James Chen Annual Award for Best Journal Article (2015) (0)
- Session details: Papers: game design (2013) (0)
- Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers (2023) (0)
- Demonstrating Commons Sense: A Novel Physiological Interaction For Engaging Live Streaming Audiences (2022) (0)
- Message from the papers chairs (2014) (0)
- Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming (2022) (0)
- A chronology of SIGCHI conferences (2022) (0)
- PACMHCI V6, CHI PLAY, October 2022 Editorial (2022) (0)
- Why is this happening to me ? The value of Attribution Theory for understanding player experience (2015) (0)
- Combining explicit and implicit measures to study the effects of persuasive games (2014) (0)
- Using Evolutionary Algorithms to Target Complexity Levels in Game Economies (2023) (0)
- Combating Toxicity, Harassment, and Abuse in Online Social Spaces: A Workshop at CHI 2023 (2023) (0)
- Gaming with the Subaltern: Workshop on Diversity and Inclusion in Games (2018) (0)
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