Ian J. Livingston
University of Saskatchewan
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Featured researches published by Ian J. Livingston.
human factors in computing systems | 2012
Kathrin Maria Gerling; Ian J. Livingston; Lennart E. Nacke; Regan L. Mandryk
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
Proceedings of the International Academic Conference on the Future of Game Design and Technology | 2010
Kevin G. Stanley; Ian J. Livingston; Alan Bandurka; Robert Kapiszka; Regan L. Mandryk
Obesity is a growing problem among children, due in part to their sedentary lifestyles. Time spent engaged in physical activity is decreasing, while time spent playing computer and video games is on the rise. We leverage childrens interest in digital games to encourage families to engage in purposeful walking. We present a GPS-based game, played on a mobile device that uses walking as a primary gameplay mechanic. Our game, PiNiZoRo, includes a fighting game, triggered at points along a real-world route, and a map editor that allows parents and recreation specialists to create custom routes in their neighbourhoods. Results from an initial focus group with parents were positive, as they showed enthusiasm for the concept, implementation, and gameplay.
Proceedings of the International Academic Conference on the Future of Game Design and Technology | 2010
Ian J. Livingston; Regan L. Mandryk; Kevin G. Stanley
Heuristic evaluation -- a technique where experts inspect software and determine where the application violates predetermined policies for good usability - is an effective technique for evaluating productivity software. The technique has recently been applied to video games, examining playability and usability for both single and multiplayer games. However, the severity ratings assigned to usability problems and used as a coarse categorization method for triage are still subjectively and somewhat arbitrarily assigned by evaluators, offering limited organizational value. In addition, they fail to account for the diversity found between games and game genres. In this paper we present a modified heuristic evaluation technique, which produces a prioritized list of heuristic violations based on the problems frequency, impact, persistence, the heuristic it violates, and the games genre. We evaluate our technique in a case study and show that the technique provides substantial value with little additional effort.
conference on computer supported cooperative work | 2014
Ian J. Livingston; Carl Gutwin; Regan L. Mandryk; Max Valentin Birk
Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.
international conference on entertainment computing | 2011
Ian J. Livingston; Lennart E. Nacke; Regan L. Mandryk
Game reviews are used by game developers for making business decisions and measuring the success of a title, and have been shown to affect player perception of game quality. We conducted a study where players read positive or negative reviews of a game before playing, and show that the valence of review text affected game ratings and that these differences could not be explained by mediating changes in mood. Although we show predictable changes in player experience over the course of the study (measured objectively through physiological sensors), there were no objective differences in experience depending on review valence. Our results suggest that reading reviews does not directly affect play experience, but rather is a post-play cognitive rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a games commercial success.
international conference on entertainment computing | 2011
Kevin G. Stanley; Ian J. Livingston; Alan Bandurka; Mohammad S. Hashemian; Regan L. Mandryk
Exergames encourage physical activity, but generally require specialized hardware and prescribed activities; whereas pervasive accumulated context exergames (PACEs) allow players to choose their type of exercise, but have limited depth of play. For mass commercialization of PACEs, facilitating long-term behavioural change, we propose two requirements: that PACEs support large-scale and flexible deployment; and that the design of PACEs support staying power through long-term playability. From these requirements, we motivate six PACE design principles and use these principles to develop a multiplayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change.
human factors in computing systems | 2014
Veronica Zammitto; Pejman Mirza-Babaei; Ian J. Livingston; Marina Kobayashi; Lennart E. Nacke
The community of video game researchers has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. This one-day workshop investigates two areas that must be addressed to continue advancing the field: mixed method frameworks which integrate two or more techniques within a single study; and reporting as an integral part of the research process. The outcome of the workshop will be an archive of both the workshop submissions and the materials (posters and group productions). This will extend the discussion of topics beyond the workshop, and serve as a platform for future use and work. This one day workshop will bring together contributions from practitioners and academics in a yet untapped area of games user research.
Laterality | 2011
David McDine; Ian J. Livingston; Nicole A. Thomas; Lorin J. Elias
Previous studies examining perceptual biases in art have revealed that paintings tend to be lit from above and to the left. Abstract images provide a way of testing for the left-light bias while controlling for cues such as posing biases, ground line, shadows, and reflections. A total of 42 participants completed a task that required moving a “virtual flashlight” across the surface of abstract images presented on a computer screen: 20 images (presented both right-side-up and upside down) were used in the study. The participants only instruction was to “light the painting in a way that is most aesthetically pleasing to you”. As predicted, participants on average focused the “virtual flashlight” in the top left quadrant. This study reveals that lateral lighting biases in artwork are not dependent on perception of local light source or interactions with discrete, concrete visual representations in the artwork.
international conference on computer graphics and interactive techniques | 2011
Ian J. Livingston; Lennart E. Nacke; Regan L. Mandryk
european conference on computer supported cooperative work | 2009
Nelson Wong; Anthony Tang; Ian J. Livingston; Carl Gutwin; Regan L. Mandryk