S
Staffan Björk
Researcher at University of Gothenburg
Publications - 102
Citations - 3819
Staffan Björk is an academic researcher from University of Gothenburg. The author has contributed to research in topics: Game design & Game mechanics. The author has an hindex of 28, co-authored 102 publications receiving 3654 citations. Previous affiliations of Staffan Björk include Viktoria Institute & Chalmers University of Technology.
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Tools for Developing Design Patterns for Mathematical Computer Games
TL;DR: A detailed description of the methodology involved in identifying over 90 design patterns for designing and deploying computer games for learning mathematics is provided and a suite of methodological tools that was developed to facilitate the process are described.
Proceedings ArticleDOI
Backfiring and favouring: how design processes in HCI lead to anti-patterns and repentant designers
TL;DR: The purpose of the paper is to help designers and researchers better understand how design processes can lead to negative impacts and to repentant designers by introducing a richer vocabulary for discussing such processes by specifically applying the vocabulary to examples of social media design.
Book ChapterDOI
Utilizing Gaze Detection to Simulate the Affordances of Paper in the Rapid Serial Visual Presentation Format
TL;DR: How gaze detection can be used to enhance the Rapid Serial Visual Presentation (RSVP) format, a dynamic text presentation technique suitable for mobile devices, is presented.
Proceedings ArticleDOI
Understanding grassroots sports gamification in the wild
TL;DR: A qualitative study of a gamification system, the Boar Board, designed by a sports coach to support users participating in regular exercises, and aims to understand the social aspects of the system, including trust, and posit a number of design considerations for future inquiry into gamification systems for sports.
Proceedings Article
X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes.
TL;DR: It is argued that two forces polarize the context within which the new game was designed, simultaneously guaranteeing a sameness of experience across the two games and at the same time pushing for radical changes.