Sebastian Deterding is a researcher at the Transfer Centre Games and Virtual Worlds at the Hans Bredow Institute for Media Research (HBI) in Hamburg, Germany, and PhD student with the Graduate School Media and Communication at Hamburg University. His research interests encompass persuasive technology and the role of shared social frames in games and other digital technologies. His PhD looks into the motivational affordances of game design patterns in varying social contexts, with a special view to the role of autonomy. Prior to his academic career, he worked several years as user experience designer and program manager in civic education and online publishing. He is frequently invited to present on gamification at industry events such as Playful or The Gamification Summit.
Dan Dixon is Senior Lecturer at the University of the West of England. Prior to moving to academia, he collected ten years of commercial web design and development experience in roles as Senior Consultant with Headshift, UK’s leading Social Software company, as Product Manager for the BBC’s online communities and Production Director for London new media agency Syzygy. His research interests are social media, web 2.0, user-generated content and online communities, computer gaming, and ubiquitous/physical/pervasive computing. His PhD, entitled “Playing with Reality”, develops an aesthetic framework for pervasive games.
Lennart Nacke received one of Europe’s first Ph.D. degrees in Digital Game Development from Blekinge Institute of Technology, Sweden. He is currently working on affective computing and applying game design methods to create entertaining interfaces as a postdoctoral research fellow at the Human-Computer Interaction Lab in the Department of Computer Science at the University of Saskatchewan. He frequently chairs and organizes workshops and panels on topics such as applying game design to user interfaces, affective computing, measurement of fun, joyful interaction design, game usability and user experience (UX) at venues like CHI, DiGRA, Future Play, and GDC Canada, as e.g. the CHI 2010 Workshop “Brain, Body and Bytes: Psychophysiological User Interaction”.
Kenton O’Hara is Senior Researcher in the Socio Digital Systems Group at Microsoft Research in Cambridge. His research explores everyday practices and social behaviors relating to mobile and ubiquitous computing and digital displays in public spaces. Kenton has authored 60 publications and two books on public displays and collaborative music consumption. He has previously worked at CSIRO in Australia as Director of the HxI Initiative, HP Labs, Rank Xerox EuroPARC and the Appliance Studio. He has worked on numerous award-winning projects including the BBC’s BAFTA and Royal Television Society award winning “Coast” location based experience.
Miguel Sicart is Associate Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games, as well as doing ethnography work on how game companies do early stages prototyping.
Rilla Khaled is Assistant Professor at the Center for Computer Games Research of the IT University Copenhagen, Denmark. Her research focuses on the intersection of culture, persuasion, games, and tools. In particular, she is interested in how culture, most simply represented by the “East-West” divide, moderates both how people perceive persuasion in game and technology interactions, and equally how designers incorporate motivation and affordances into interfaces. Additionally, she seeks to establish how best to design interaction for games and other persuasive technologies that support people’s attitude change goals while accounting for their cultural assumptions and interpretations. With a background in software engineering and cross-cultural psychology, her interests extend from the software-level design and development of tools up to their high level usage as cultural artefacts.