Rina R. Wehbe
University of Waterloo
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Publication
Featured researches published by Rina R. Wehbe.
Proceedings of the First International Conference on Gameful Design, Research, and Applications | 2013
João P. Costa; Rina R. Wehbe; James Robb; Lennart E. Nacke
In the workplace, an individuals punctuality will not only affect how a person is viewed by colleagues, but will also reverberate on their productivity. Being late for a meeting can be disruptive to the working team, costing everyone time and causing the individual to miss valuable information. Little has been done to improve the punctuality of working teams; therefore, we were interested in studying the effectiveness of leaderboards, a common gamification technique, for improving punctuality of participants to regular work meetings. Leaderboards were comprised of data collected by monitoring the arrival times of the participants, which influenced their scores in the leaderboards. We found that leaderboards themselves did not promote punctuality in every participant, but gave rise to various gameful social comparisons, which were reported to be the cause of their punctuality improvements.
human factors in computing systems | 2013
Rina R. Wehbe; Dennis L. Kappen; David Rojas; Matthias Klauser; Bill Kapralos; Lennart E. Nacke
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 and imitation of actions. However, games are also made to be learnt individually during gameplay. Our study seeks to assess which is more effective for learning: just playing a game yourself or watching somebody play it first. We compare two gameplay situations: playing a digital game before watching a game-play video and playing a digital game after watching a gameplay video. Using a between-participants design, to measure learning effectiveness we recorded Mu rhythms, which are indirectly linked to mirror neuron activation during imitation learning. We also analyze hemispheric frontal alpha asymmetry. Our results indicate that presentation order of the video game matters and players are more aroused when watching a gameplay video before playing.
human factors in computing systems | 2013
Dennis L. Kappen; John Gregory; Daniel Stepchenko; Rina R. Wehbe; Lennart E. Nacke
Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and helps to redefine the personality of the player while in play. Games also enable to build the concept of togetherness as a means to foster and enhance the concept of social connectedness, mutual dependencies, collaboration, community living and social interaction. We present a work in progress digital game installation to create multi-level social interactions between the player, the spatial game environment and the digital game. We discuss MagicDuel, a multiplayer digital game, where we are in the process of evaluating the socio-spatial contextual relationship between the players, the audience and gameplay elements for this specific digital game.
graphics interface | 2016
Deepika Vaddi; Zachary Toups; Igor Dolgov; Rina R. Wehbe; Lennart E. Nacke
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 communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the games native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.
annual symposium on computer-human interaction in play | 2015
Deepika Vaddi; Rina R. Wehbe; Zachary O. Toups; Samantha N. Stahlke; Rylan Koroluk; Lennart E. Nacke
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 communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. This paper describes a future study to investigate player communication in Portal 2, and chronicles the design and validation of test chambers for the study.
annual symposium on computer-human interaction in play | 2015
Rina R. Wehbe; Lennart E. Nacke
Analyzing the social con¬text present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.
designing interactive systems | 2017
Rina R. Wehbe; Edward Lank; Lennart E. Nacke
Why do we care if our teammates are not human? This study seeks to uncover whether or not the perception of other players as human or artificial entities can influence player experience. We use both deception and a between-participants blind study design to reduce bias in our experiment. Our qualitative results show that people do care about the perceived nature of other players, even though they are not always able to correctly identify them as human or as non-player character teammates. Interview data suggest believing that one is playing with other humans can positively affect a players subjective experience. Furthermore, our qualitative results indicate that players view their non-player character teammates as humanized entities, but adopt a neo-feudalistic (i.e., an unequal rights) view of them. Based on our results, we establish game design guide- lines for non-player character teammates leading to stronger, emotional human-computer relationships in video games.
annual symposium on computer human interaction in play | 2016
Rina R. Wehbe; Diane Watson; Gustavo Fortes Tondello; Marim Ganaba; Melissa Stocco; Alvin Lee; Lennart E. Nacke
We present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.
annual symposium on computer-human interaction in play | 2015
Gustavo Fortes Tondello; Rina R. Wehbe; Samantha N. Stahlke; Amanda Leo; Rylan Koroluk; Lennart E. Nacke
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 social networking to create a community. The game facilitates the emergence of social dynamics related to trust, allegiance, betrayal, selective interaction, and long-term strategic cooperation. By providing a platform for large-scale playful interaction, we will create an experience that will foster the development of mutually beneficial personal and professional relationships among players.
human factors in computing systems | 2018
Katja Rogers; Giovanni Ribeiro; Rina R. Wehbe; Michael Weber; Lennart E. Nacke
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 immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted a within-subjects experiment using a commercial horror-adventure game to study the effects of a VR and monitor-display version of the same game on PX. Subsequently, we explored, in a between-subjects study, the effects of audio dimensionality on PX in VR. Results indicate that audio has a more implicit influence on PX in VR because of the impact of the overall sensory experience and that audio dimensionality in VR may not be a significant factor contributing to PX. Based on our findings and observations, we provide five design guidelines for VR games.