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Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality
Modern immersive virtual reality (IVR) often uses embodied con- trollers for interacting with virtual objects. However, it is not clear …
Jack Ratcliffe
,
Nick Ballou
,
Laurissa Tokarchuk
Posted Dec 9, 2021
Publisher Version
Not Very Effective: Validity Issues of the Effectance in Games Scale
Effectance—the basic positive experience of causing effects—provides a promising explanation for the enjoyment derived from novel …
Nick Ballou
,
Heiko Breitsohl
,
Dominic Kao
,
Kathrin Gerling
,
Sebastian Deterding
Posted Oct 18, 2021
Publisher Version
Preprint and OSF data
Are You Open? A Content Analysis of Transparency and Openness Guidelines in HCI Journals
Within the wider open science reform movement, HCI researchers are actively debating how to foster transparency in their own field. …
Nick Ballou
,
Vivek Warriar
,
Sebastian Deterding
Posted Jan 29, 2021
Publisher Version
Preprint
OSF data
The Hidden Intricacy of Loot Box Design: A Granular Description of Random Monetized Reward Features
Loot boxes are the focus of growing research and regulatory attention. While they are frequently treated as a monolithic feature of …
Nick Ballou
,
Charles Gbadamosi
,
David Zendle
Posted Nov 12, 2020
Preprint
OSF data
The relationship between mental well-being and dysregulated gaming: A specification curve analysis of five gaming disorder scales
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that …
Nick Ballou
,
Antonius J Van Rooij
Posted Sep 11, 2020
Publisher Version (Open Access)
OSF data
The Changing Face of Desktop Video Game Monetisation: An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic Microtransactions in the Most-Played Steam Games of 2010-2019
It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or …
David Zendle
,
Rachel Meyer
,
Nick Ballou
Posted May 7, 2020
Publisher [Open Access]
The Prevalence of Loot Boxes in Mobile and Desktop Games
Background and Aims
Loot boxes are items in video games that may be bought for real-world money but provide ran- domized rewards. …
David Zendle
,
Rachel Meyer
,
Paul Cairns
,
Stuart Waters
,
Nick Ballou
Posted Jan 20, 2020
Publisher
Preprint
OSF data
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