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Regan L. Mandryk
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Publications
- 2023
- [j48]Colby Johanson, Carl Gutwin, Regan L. Mandryk:
Trails, rails, and over-reliance: How navigation assistance affects route-finding and spatial learning in virtual environments. Int. J. Hum. Comput. Stud. 178: 103097 (2023) - [j46]Colby Johanson, Brandon Piller, Carl Gutwin, Regan L. Mandryk:
If at First You Don't Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints. Proc. ACM Hum. Comput. Interact. 7(CHI): 342-368 (2023) - 2021
- [j27]Cody J. Phillips, Madison Klarkowski, Julian Frommel, Carl Gutwin, Regan L. Mandryk:
Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews. Proc. ACM Hum. Comput. Interact. 5(CHI PLAY): 255:1-255:21 (2021) - 2020
- [c124]Brandon Piller, Colby Johanson, Cody J. Phillips, Carl Gutwin, Regan L. Mandryk:
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game. CHI PLAY 2020: 294-305 - [c123]Natanael Bandeira Romão Tomé, Madison Klarkowski, Carl Gutwin, Cody J. Phillips, Regan L. Mandryk, Andy Cockburn:
Risking Treasure: Testing Loss Aversion in an Adventure Game. CHI PLAY 2020: 306-320 - 2019
- [c119]Colby Johanson, Carl Gutwin, Jason T. Bowey, Regan L. Mandryk:
Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games. CHI PLAY 2019: 169-184 - 2017
- [c103]Colby Johanson, Carl Gutwin, Regan L. Mandryk:
The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game. CHI PLAY 2017: 341-353 - 2016
- [c96]Ansgar E. Depping, Regan L. Mandryk, Chengzhao Li, Carl Gutwin, Rodrigo Vicencio-Moreira:
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game. CHI 2016: 3462-3472 - [c93]Carl Gutwin, Christianne Rooke, Andy Cockburn, Regan L. Mandryk, Benjamin J. Lafreniere:
Peak-End Effects on Player Experience in Casual Games. CHI 2016: 5608-5619 - [c89]Carl Gutwin, Rodrigo Vicencio-Moreira, Regan L. Mandryk:
Does Helping Hurt?: Aiming Assistance and Skill Development in a First-Person Shooter Game. CHI PLAY 2016: 338-349 - 2015
- [c85]Rodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin:
Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game. CHI 2015: 2255-2264 - [c81]Andre Doucette, Carl Gutwin, Regan L. Mandryk:
Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks. Graphics Interface 2015: 131-138 - 2014
- [c76]Rodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin, Scott Bateman:
The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games. CHI 2014: 937-946 - [c73]Jared E. Cechanowicz, Carl Gutwin, Scott Bateman, Regan L. Mandryk, Ian Stavness:
Improving player balancing in racing games. CHI PLAY 2014: 47-56 - [c70]Ian J. Livingston, Carl Gutwin, Regan L. Mandryk, Max Birk:
How players value their characters in world of warcraft. CSCW 2014: 1333-1343 - [c66]Rodrigo Vicencio-Moreira, Regan L. Mandryk, Carl Gutwin:
Balancing multiplayer first-person shooter games using aiming assistance. GEM 2014: 1-8 - 2013
- [c62]Andre Doucette, Regan L. Mandryk, Carl Gutwin, Miguel A. Nacenta, Andriy Pavlovych:
The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments. CHI 2013: 1891-1900 - [c58]Andre Doucette, Carl Gutwin, Regan L. Mandryk, Miguel A. Nacenta, Sunny Sharma:
Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables. CSCW 2013: 193-202 - 2012
- [j8]Scott Bateman, Regan L. Mandryk, Carl Gutwin, Robert Xiao:
Analysis and comparison of target assistance techniques for relative ray-cast pointing. Int. J. Hum. Comput. Stud. 71(5): 511-532 (2012) - [c48]Lennart E. Nacke, Gregor McEwan, Carl Gutwin, Regan L. Mandryk:
"I'm just here to play games": social dynamics and sociality in an online game site. CSCW 2012: 549-558 - 2011
- [c38]Scott Bateman, Regan L. Mandryk, Tadeusz Stach, Carl Gutwin:
Target assistance for subtly balancing competitive play. CHI 2011: 2355-2364 - [c37]Robert Xiao, Miguel A. Nacenta, Regan L. Mandryk, Andy Cockburn, Carl Gutwin:
Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments. Graphics Interface 2011: 135-142 - [c36]Scott Bateman, Andre Doucette, Robert Xiao, Carl Gutwin, Regan L. Mandryk, Andy Cockburn:
Effects of view, input device, and track width on video game driving. Graphics Interface 2011: 207-214 - [c27]David R. Flatla, Carl Gutwin, Lennart E. Nacke, Scott Bateman, Regan L. Mandryk:
Calibration games: making calibration tasks enjoyable by adding motivating game elements. UIST 2011: 403-412 - 2010
- [c26]Scott Bateman, Regan L. Mandryk, Carl Gutwin, Aaron Genest, David McDine, Christopher A. Brooks:
Useful junk?: the effects of visual embellishment on comprehension and memorability of charts. CHI 2010: 2573-2582 - [c22]Andre Doucette, Carl Gutwin, Regan L. Mandryk:
A comparison of techniques for in-place toolbars. Graphics Interface 2010: 35-38 - [p1]Miguel A. Nacenta, David Pinelle, Carl Gutwin, Regan L. Mandryk:
Individual and Group Support in Tabletop Interaction Techniques. Tabletops 2010: 303-333 - 2009
- [c20]Nelson Wong, Anthony Tang, Ian J. Livingston, Carl Gutwin, Regan L. Mandryk:
Character Sharing in World of Warcraft. ECSCW 2009: 343-362 - [c19]Aaron Genest, Carl Gutwin, Adrian Reetz, Regan L. Mandryk, David Pinelle, Andre Doucette:
Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation. INTERACT (1) 2009: 378-391 - 2008
- [c18]Miguel A. Nacenta, Regan L. Mandryk, Carl Gutwin:
Targeting across displayless space. CHI 2008: 777-786 - [c14]Regan L. Mandryk, Carl Gutwin:
Perceptibility and utility of sticky targets. Graphics Interface 2008: 65-72
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