Publications

Books and Book Chapters


2016:

Bianchi-Berthouze, N. and Isbister, K. (2016). Emotion and Body-Based Games: Overview and Opportunities. In Karpouzis, K. and Yannakakis, G. (Eds.) Emotion in Games, 4, 235-255. doi: 10.1007/978-3-319-41316-7_14.

Isbister, K. (2016). How Games Move Us. Emotion by Design. Cambridge, MA, USA: The MIT Press.

Isbister, K. (2016). Character. In Guins, R. and Lowood, H. (Eds.), Debugging Game History: A Critical Lexicon. Cambridge, MA, USA: The MIT Press.

2015:

Márquez Segura, E. and Isbister, K. (2015). Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation. In Bernhaupt R. (Ed.), Evaluating User Experience in Games (2nd ed.), 209-238. Cham, Switzerland: Springer International Publishing. doi: 10.1007/978-3-319-15985-0_10

 

Journal Articles


 

2016:

Caroux, L. and Isbister, K. (2016). Influence of Heads-Up Displays’ Characteristics on User Experience in Video Games. International Journal of Human-Computer Studies, 87, 65-79. doi: 10.1016/j.ijhcs.2015.11.001

Fisher, K.J., Nichols, T., Isbister, K. and Fuller, T. (2016). Quantifying “Magic:” Learnings from user research for creating good player experiences on Xbox Kinect.  International Journal of Gaming and Computer-Mediated Simulations, 6(1), 26-40. doi: 10.4018/ijgcms.2014010102

Isbister, K. (2016). Connecting through playInteractions, 23(4), 26-33. doi: 10.1145/2946999

Isbister, K., Márquez Segura, E., Kirkpatrick, S., Chen, X., Salahuddin, S., Cao, G. and Tang, R. (2016). Yamove! A movement synchrony game that choreographs social interactionHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments, 12 (1), 74-102. doi: 10.17011/ht/urn.201605192621

Márquez Segura, E., Turmo Vidal, L., & Rostami, A. (2016). Bodystorming for movement-based interaction designHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments, 12(2), 193–251. doi: 10.17011/ht/urn.201611174655

2015:

Caroux, L., Isbister, K., Le Bigot, L., & Vibert, N. (2015). Player-video game interaction: a systematic review of current conceptsComputers in Human Behavior, 48, 366-381. doi:10.1016/j.chb.2015.01.066

Bernhaupt, R., Isbister, K., and de Freitas, S. (2015). Introduction to This Special Issue on Games and HCI.Games and HCI [Special Issue]. Human Computer Interaction, 30 (3-4), 195-201. doi: 10.1080/07370024.2015.1016573

Isbister, K. and Mueller, F. (2015). Guidelines for the Design of Movement-Based Games and their relevance to HCI. Games and HCI [Special Issue]. Human Computer Interaction, 30 (3-4), 366-399. doi: 10.1080/07370024.2014.996647

 

Refereed Conference Publications and Presentations 


2016:

Abe, K. and Isbister, K. (2016). Hotaru: The Lightning Bug Game. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA ’16). ACM, New York, NY, USA, 277-280. doi: 10.1145/2851581.2889472

Karlesky, M. and Isbister, K. (2016). Understanding Fidget Widgets: Exploring the Design Space of Embodied Self-Regulation. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction (NordiCHI ’16). ACM, New York, NY, USA. doi: 10.1145/2971485.2971557.

Márquez Segura, E., Turmo Vidal, L., Rostami, A., and Waern, A. (2016). Embodied Sketching. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI ’16). ACM, New York, NY, USA, 6014-6027. doi:10.1145/2858036.2858486

Márquez Segura, E., Waern, A., Márquez Segura, L., and López Recio, D. (2016). Playification: The PhySeEar case. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’16). ACM, New York, NY, USA, 376-388. doi: 10.1145/2967934.2968099

Melcer, E. and Isbister, K. (2016). Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations. Proceedings of DiGRA/FDG 2016.

Melcer, E. and Isbister, K. (2016). Bridging the Physical Divide: A Design Framework for Embodied Learning Games and Simulations. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA ’16). ACM, New York, NY, USA, 2225-2233. doi: 10.1145/2851581.2892455. (Honorable mention award)

Melcer, E. and Isbister, K. (2016). Motion, Emotion and Form: Exploring the Affective Dimensions of Shape.In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA ’16). ACM, New York, NY, USA, 1430-1437. doi: 10.1145/2851581.2892361

Robinson, R., Isbister, K., and Rubin,. Z. (2016). All the Feels: Introducing Biometric Data to Online Gameplay Streams. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion ’16). ACM, New York, NY, USA, 261-267. doi: 10.1145/2968120.2987732

Ryan, J., Kaltman, E., Hong, T., Isbister, K., Mateas, M., Wardrip-Fruin, N. (2016). GameNet and GameSage: Videogame Discovery as Design InsightProceedings of DiGRA/FDG 2016.

2015:

Isbister, K. and Abe K. (2015). Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (TEI ’15). ACM, New York, NY, USA, 691-696. doi: 10.1145/2677199.2688813

Márquez Segura, E. (2015). Co-creating embodied sketches playing as a method to design with children. In Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology (ACE ’15). ACM, New York, NY, USA. doi: 10.1145/2832932.2832975

Melcer, E., Nguyen, H., Chen, Z., Canossa, A. El-Nasr, M., & Isbister, K. (2015). Games Research Today: Analyzing the Academic Landscape 2000-2014. In Proceedings of the tenth international conference on the Foundations of Digital Games. (Best paper award).