Persona

The academic homestead of Annika Waern

Publications

2016

Waern, A. 2016. The ethics of unaware participation in public interventions. In Proc. CHI’2016. ACM.

Elena Márquez Segura, Laia Turmo Vidal, Asreen Rostami and Annika Waern. 2016. Embodied Sketching. In Proc. CHI’2016. ACM.

Jon Back, Caspar Haeffer, Susan Paget, Andreas Rau, Eva Lotta Sallnäs Pysander and Annika Waern. Designing children’s digital-physical play in natural outdoors settings. In Proc. CHI’16, late-breaking news. ACM.

Jon Back, Caspar Haeffer, Susan Paget, Andreas Rau, Eva Lotta Sallnäs Pysander and Annika Waern. 2016. Designing for children’s outdoor play. In proceedings of Designing Interactive Systems. ACM. (Honourable mention.)

Elena Márquez Segura and Annika Waern. Playification: The PhyseEar case. In proc. CHI Play 2016, Austin Texas.

Annika Waern. Play, Participation and Empowerment: Design strategies and dilemmas. Keynote, CHI Play, Austin Texas.

2015

Waern, Annika. (2015) I’m in love with someone who doesn’t exist! Bleed in the context of a computer game. (reprint) In eds Enevold, J. and MacCallum-Stewart, E. Game Love: Essays on play and affection. McFarland Press.

Deterding, S., Lucero, A. , Holopainen, J., Min, C., Cheok, A., Waern, A., and Walz, S. (2015) Embarrassing Interactions. CHI EA ’15 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. Pages 2365-2368.

Waern, Annika. and Bohné, Gunnar. (2015) Affective and bodily involvement in children’s tablet play. In proc. of DiGRA’15, Lüneburg, Germany, May 14-17.

Back, Jon and Waern, Annika. (2015) Experimental Game Design.  In eds. Lankoski, P. and Björk, S. Game research methods. ETC press.

Kristina Höök, Jeffrey Bardzell, Simon Bowen, Peter Dalsgaard, Stuart Reeves, and Annika Waern. 2015. Framing IxD knowledge. Interactions 22, 6 (October 2015), 32-36.

Annika Waern, Eva-Lotta Sallnäs Pysander, Susan Paget, Linda Petterson, Andreas Rau, Jasper Heeffer and Jon Back (2015) DigiFys: The interactive play landscape. Short paper, Advances in computer entertainment technologies conference, Malaysia.

2014

Svahn, Mattias, and Waern, A. (2014) Communicating the Obvious: How Agents Against Power Waste Influenced the Attitudes of Players and their Families. In ed. Ruggiero, D. Cases on the Societal Effects of Persuasive Games. IGI Global, 193-215.

Bergström, Karl; Waern, Annika, Rosqvist, Daniel; Månsson, Lisa. (2014) Gaming in the Crucible of Science: Gamifying the Science Center Visit. Proceedings of Advances in Computer Entertainment Technologies, Madeira, November 2014. PDF

2013

Back, J. and Waern, A. (2013) We are two strong women”–Designing Empowerment in a Pervasive Game. Proceedings of DIGRA 2013. Atlanta, Georgia.

Marquéz-Segura, E., Waern, A., Moen, J., and Johansson, C. The design space of body games: Technological, physical, and social design. Proceedings of CHI’2012, Austin, Texas. 2012. ACM, 3365-3374.

López Recio, D., Márquez Segura, E., Márquez Segura, L., and Waern, A. (2013) The NAO models for the elderly. In Proceedings of the 8th ACM/IEEE international conference on Human-robot interaction (HRI ’13). IEEE Press, Piscataway, NJ, USA, 187-188.

Waern, A. (2013) Game Analysis as a Signature Pedagogy of Game Studies. In ed. Mark J. Nelson. Proceedings of Foundations of Digital Games Conference, Crete, Greece.

Waern, A. and Munthe-Kaas, P. (2013) 2027 – A larp that tried. In ed. K.e Jacobsen Meland and K. Øverlie Svela, “Crossing Habitual Borders“, Book of Knutepunkt 2013.

2012

Waern, A. Framing Games. Proc. Nordic DIGRA, Tampere, Finland, June 2012.

Nack, F. and Waern, A. Mobile Digital Interactive Storytelling – A winding path. New Review of Hypermedia and Multimedia 18 (1-2), 2012. Taylor & Francis.

Waern, A., Balan, E., and Nevelsteen, K. Athletes and street acrobats: Designing for play as a community value in Parkour. Proceedings of CHI’2012, Austin, Texas. 2012. ACM.

2011

Lankoski, P., Waern, A., Thorhauge, A-M, and Verhagen, H. Introduction to special issue: Experiencing games: Games, play and players. Journal of gaming and virtual worlds 3(3). December 2011.

Annika Waern: I’m in love with someone who doesn’t exist! Bleed in the context of a computer game. Journal of gaming and virtual worlds 3(3), December 2011.

Jaakko Stenro, Annika Waern and Markus Montola. Studying the Elusive Experience of Pervasive Games. Journal of Simulation and Gaming 43(3), May 2011.

Stenros, J., Holopainen, J., Waern, A., Ollila, E. and Montola, M. (2011). Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good. Proc. DIGRA 2011, Hilversum, the Netherlands, September.

Magnusson, C., Waern, A., Rassmus-Gröhn, K., Bjernryd, Å., Bernhardsson, H., Jakobsson, A., Salo, J., Wallon, M., Hedvall, P. O., (2011) Navigating the world and learning to like it – mobility training through a pervasive game. Mobile HCI, Stockholm, Sweden, August.

Waern, A. (2011) Pixel crush doesn’t even begin to explain it. Playground magazine Vol 1 No 1, February 2011.

Moret Gabarro, R. and A. Waern. (2011) Performative Gestures for Mobile Augmented Reality Interaction. Work-in-Progress Workshop proceedings on Tangible, Embedded and Embodied Interaction, pp. 109-114.

E. Marqués Segura, C. Johansson, J. Moen and A. Waern. (2011) Bodies, boogies, bugs & buddies: Shall we play? Work-in-Progress Workshop proceedings on Tangible, Embedded and Embodied Interaction, pp. 115-120.

2010

Waern, Annika. (2010) I’m in love with someone who doesn’t exist! Bleed in the context of a computer game. Proc. Nordic DIGRA conference, Stockholm, August 2010.

Stenros, J. and Waern, A. (2010) Games as Activity: Correcting the Digital Fallacy. In Proceedings of “Videogames and the future of Interactive Entertainment” conference, 2010, July, Oxford, U.K.

Stenros, J. and Waern, A. (2010) Studying the elusive experience of pervasive games. In Tampere games seminar, Tampere, Finland, April.

2009

Waern, Annika, Ahmet, Zeynep and Sundström, Daniel. An In-Game Reporting Tool for Pervasive Games. Proceedings of the Intl. Conference on Advances in Computer Entertainment Technology, Athens, Greece, November 2009, pp. 240-248.

Waern, A. and Denward, M. On the Edge of Reality: Reality Fiction in ‘Sanningen om Marika’. Proceedings of DIGRA 2009, Brunel University, West London, United Kingdom, September 2009.

Wetzel, R., Waern, A., Lindt, I., Ljungstrand, P., Jonsson, S., and Åkesson, K.P. Boxed Pervasive Games: An Experience with User-Created Pervasive Games. Proceedings of Pervasive’09: International Conference on Pervasive Computing. Nara, Japan May 2009. Pages 220-237.

Waern, Annika, Montola, Markus and Stenros, Jaakko. The Three-Sixty Illusion: Designing For Immersion in Pervasive Games. Proceedings of CHI’09: International Conference on Computer-Human Interaction. Boston, MA April 2009. Pages 1549-1558.

Montola, M., Stenroos J. and Waern, A. Pervasive Games: Experiences on the boundary between life and play. Morgan Kaufmann, June 2009.

Kocher, M., Denward, M. And Waern, A. (2009). Sanningen om Marika – The Interplay of Reality and Fiction. In eds. Jürgen Sorg, Jochen Venus (Hg.):Erzählformen im Computerspiel. Zur Medienmorphologie digitaler Spiele, Transcript: Bielefeld. April 2009. ISBN 978-3-8376-1035-2

Montola,M., Stenros, J., and Waern, A. (2009). Philosophies and strategies of pervasive larp design. Book of Knudepunkt 2009. Pages 198-222.

2008

Jonsson, Staffan and Waern, Annika. The art of game-mastering pervasive games. In proceedings of ACE’08: The international conference on Advances in Computer Entertainment Technology, Yokohama, Japan, December 2008. Pages 224-231.

Richard Wetzel, Irma Lindt, Annika Waern and Staffan Jonsson. The magic lens box: simplifying the development of mixed reality games. In proceedings of DIMEA ’08: the 3rd international conference on Digital Interactive Media in Entertainment and Arts, Athens, Greece, September 2008. Pages 479-486.

Bichard, John Paul and Waern Annika. Pervasive Play, Immersion and Story: designing Interference. In proceedings of DIMEA ’08: the 3rd international conference on Digital Interactive Media in Entertainment and Arts, Athens, Greece, September 2008. Pages 10-17.

Denward, M. and Waern, A. (2008). Broadcast Culture Meets Role-Playing Culture. In ed. Montola, M, and Stenros, J.: Playground worlds. The book for Solmukohta 2008. Pages 248 – 261.

2007

Stenros, J., Montola, M., Waern, A. & Jonsson, S. (2007): Play it for Real: Sustained Seamless Life/Game Merger in Momentum. In Baba, Akira (ed.) (2007): Proceedings of DiGRA 2007 Situated Play conference, september 24.-28, The University of Tokyo, Tokyo, Japan. Pages 121-129.

Stenros, J., Montola, M. & Waern, A. (2007): Post Mortem Interaction. Social Play Modes in Momentum. In Donnis, J., Gade, M. & Thorup, L. (2007): Lifelike Copenhagen, Projektgruppen KP07. The book for Knudepunkt 2007. Pages 131-145.

Jonsson, S., Waern, A., Montola, M. & Stenros, J. (2007) Game Mastering a Pervasive Larp. Experiences from Momentum. In Magerkurth, Carsten & al. (2007): Proceedings of the 4th International Symposium on Pervasive Gaming Applications PerGames 2007, June 11.-12. Salzburg, Austria. Pages 31-39. Pdf

Stenros, J., Montola, M., Waern, A. & Jonsson, S. (2007): Momentum Evaluation Report. IPerG Deliverable D11.8 Appendix C.

2006

Jonsson, Staffan and Montola, Markus and Waern, Annika and Ericsson, Martin (2006) Prosopopeia: Experiences from a Pervasive Larp. In: ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, June 2006, Hollywood, California, USA.

Montola, Markus & Waern, Annika (2006): Ethical and Practical Look at Unaware Game Participation. In Santorineos, Manthos (ed.) (2006): Gaming Realities. A Challenge for Digital Culture. Mediaterra 2006 Festival, October 6.-8, Athens. Fournos Centre for the Digital Culture. Pages 185-193.

Montola, Markus and Waern, Annika (2006) Participant roles in socially expanded games (PG_Montola_Roles) In: Third International Workshop on Pervasive Gaming Applications, Pervasive Conference, 7 May 2006, Dublin, Ireland.

Montola, M., Waern, A., Kuittinen, J. & Stenros, J. (2006): Ethics of Pervasive Gaming. IPerG Deliverable D5.5.

Montola, M., Waern, A. & Nieuwdorp, E. (2006): The Domain of Pervasive Gaming. IPerG Deliverable D5.3B.

2005

Waern, A., Larsson, A, Nerén, C. Hypersexual avatars: Who wants them? In proc. ACM SIGCHI International Conference on Advances in computer entertainment technology. 238-241.

2002

Stina Nylander and Annika Waern (2002) Interaction Acts for Device Independent Gaming. In Playing with the future, Manchester, April 2002. Also as SICS Technical Report 2002:04.

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