Peta Wyeth

Orcid: 0000-0003-1867-9536

According to our database1, Peta Wyeth authored at least 91 papers between 2000 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2023
Understanding Modding Devotion, Practices and Motivations using Serious Leisure Perspective.
Proceedings of the 35th Australian Computer-Human Interaction Conference, 2023

2022
Exploring the Affordances of Digital Toys for Young Children's Active Play.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

Exploration in Open-World Videogames: Environment, Items, Locations, Quests, and Combat in The Witcher 3.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

2021
"The Small Decisions Are What Makes it Interesting": Autonomy, Control, and Restoration in Player Experience.
Proc. ACM Hum. Comput. Interact., 2021

Using assistive technology with SRSD to support students on the autism spectrum with persuasive writing.
Br. J. Educ. Technol., 2021

Embodied Interaction Design for Active Play with Young Children: A Scoping Review.
Proceedings of the OzCHI '21: 33rd Australian Conference on Human-Computer Interaction, Melbourne, VI, Australia, 30 November 2021, 2021

2020
Designing Tangible Interactions with Children for Pre-school Music Education.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020

Near and Dear: Designing Relatable VR Agents for Training Games.
Proceedings of the OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, 2020

Intuitive Interaction with Motion Controls in a Tennis Video Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

My Little Robot: User Preferences in Game Agent Customization.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Restorative Play: Videogames Improve Player Wellbeing After a Need-Frustrating Event.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Understanding Women Modders using the Serious Leisure Perspective.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Towards a Smart and Socialised Augmented Reality.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Puppy island: theory-driven design of a serious game for young children with cystic fibrosis.
Proceedings of the 19th ACM International Conference on Interaction Design and Children, 2020

2019
Towards Designing Agent Based Virtual Reality Applications for Cybersecurity Training.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

2018
Design participation lab.
Interactions, 2018

Directing narrative in gameplay: player interaction in shaping narrative in the witcher 3.
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

New Research Perspectives on Game Design and Development Education.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Player Choices, Game Endings and the Design of Moral Dilemmas in Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Augmenting Co-Located Social Play with Biofeedback: An Interactional Approach.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Video Game Selection Procedures For Experimental Research.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
GameFlow in Different Game Genres and Platforms.
Comput. Entertain., 2017

Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience.
Comput. Hum. Behav., 2017

Exploring relatedness in single-player video game play.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Make and connect: enabling people to connect through their things.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Adapting Epic Theatre Principles for the Design of Games for Learning.
Proceedings of the 2017 DiGRA International Conference, 2017

Designing the Social Internet of Things.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learning.
Proceedings of the Serious Games - Second Joint International Conference, 2016

The Appeal of MOBA Games: What Makes People Start, Stay, and Stop.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Crowd-Pleaser: Player Perspectives of Multiplayer Dynamic Difficulty Adjustment in Video Games.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Psychophysiology of Challenge in Play: EDA and Self-Reported Arousal.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Operationalising and Evaluating Sub-Optimal and Optimal Play Experiences through Challenge-Skill Manipulation.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

The Social Context of Video Game Play: Challenges and Strategies.
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
Redefining Videogame Reward Types.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Operationalising and Measuring Flow in Video Games.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

The Internet of Playful Things.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

From Challenges to Activities: Categories of Play in Videogames.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Flow during Individual and Co-operative Gameplay.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Crossing Domains: Diverse Perspectives on Players.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Editorial: Learning from failures in game design for children.
Int. J. Child Comput. Interact., 2014

Playful Interactions for People with Intellectual Disabilities.
Comput. Entertain., 2014

Designing a Digital Experience for Young Children with Developmental Disabilities.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Games.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Natural mapping and intuitive interaction in videogames.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Instructional objectives to core-gameplay: a serious game design technique.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Exploring the effect of achievements on students attending university orientation.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

The effect of multiplayer dynamic difficulty adjustment on the player experience of video games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Activity, motivation and games for young children.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Exploring the role of activity in genre.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Motivation during videogame play: analysing player experience in terms of cognitive action.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Understanding player threat responses in FPS games.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Videogame reward types.
Proceedings of the First International Conference on Gameful Design, 2013

Driven to drive: designing gamification for a learner logbook smartphone application.
Proceedings of the First International Conference on Gameful Design, 2013

Female game developers wanted Low pay, long hours, inflexible work environments.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

Does activity in computer game play have an impact on creative behaviour?
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

The People-Game-Play model for understanding videogames' impact on wellbeing.
Proceedings of the 2013 IEEE International Games Innovation Conference, 2013

Let's talk about failures: why was the game for children not a success?
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Noise detectives: design implications for mobile learning.
Int. J. Arts Technol., 2012

Self-determination theory as applied to the design of a software learning system using whole-body controls.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

A gamified mobile application for engaging new students at university orientation.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

GameFlow heuristics for designing and evaluating real-time strategy games.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

Videogame control device impact on the play experience.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

A Method for Measuring the Creative Potential of Computer Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Spotting the Difference: Identifying Player Opponent Preferences in FPS Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Personality and player types in Fallout New Vegas.
Proceedings of the 4th International Conference on Fun and Games, 2012

Personality, genre and videogame play experience.
Proceedings of the 4th International Conference on Fun and Games, 2012

2011
Expressive interactions: tablet usability for young mobile learners.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, OzCHI '11, Canberra, Australia, November 28, 2011

Orientation Passport: using gamification to engage university students.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, OzCHI '11, Canberra, Australia, November 28, 2011

Stomp: an interactive platform for people with intellectual disabilities.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

Modeling player-like behavior for game AI design.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Noising around: investigations in mobile learning.
Proceedings of the Interaction Design and Children, 2010

2008
Understanding engagement with tangible user interfaces.
Proceedings of the 20th Australasian Computer-Human Interaction Conference, 2008

2007
Robot Building for Preschoolers.
Proceedings of the RoboCup 2007: Robot Soccer World Cup XI, 2007

Improving Usability of Software Refactoring Tools.
Proceedings of the 18th Australian Software Engineering Conference (ASWEC 2007), 2007

Agency, tangible technology and young children.
Proceedings of the Interaction Design and Children, 2007

2006
Design for inspiration: children, personal connections and educational technology.
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, 2006

Designing cultural probes for children.
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, 2006

Ethnography in the kindergarten: examining children's play experiences.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
GameFlow: a model for evaluating player enjoyment in games.
Comput. Entertain., 2005

2004
Engaging Game Characters: Informing Design with Player Perspectives.
Proceedings of the Entertainment Computing, 2004

2003
Electronic blocks: a new resource for technology education
PhD thesis, 2003

Scaffolding Children's Robot Building and Programming Activities.
Proceedings of the RoboCup 2003: Robot Soccer World Cup VII, 2003

Using developmental theories to inform the design of technology for children.
Proceedings of the Interaction Design and Children, 2003

2002
Tangible programming elements for young children.
Proceedings of the Extended abstracts of the 2002 Conference on Human Factors in Computing Systems, 2002

2001
Electronic Blocks: Tangible Programming Elements for Preschoolers.
Proceedings of the Human-Computer Interaction INTERACT '01: IFIP TC13 International Conference on Human-Computer Interaction, 2001

2000
Programming without a Computer: A New Interface for Children under Eight.
Proceedings of the 1st Australasian User Interface Conference (AUIC 2000), 31 January, 2000


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