Casper Harteveld

Casper Harteveld
Northeastern University | NEU · Department of Art and Design

PhD

About

124
Publications
47,239
Reads
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1,362
Citations
Introduction
Dr. Casper Harteveld is an Associate Professor of Game Design at Northeastern University. His research focuses on using games to study and improve decision-making, and through these efforts both to advance our knowledge and to engage a broad cross-section of people globally about societal issues. He applies games especially in areas where it is challenging to study and educate in natural environments and collects detailed and expansive behavioral data in a controlled manner.

Publications

Publications (124)
Preprint
Full-text available
Understanding decision-making in dynamic and complex settings is a challenge yet essential for preventing, mitigating, and responding to adverse events (e.g., disasters, financial crises). Simulation games have shown promise to advance our understanding of decision-making in such settings. However, an open question remains on how we extract useful...
Article
Full-text available
Youth are among the most impacted by social issues, and yet have the least agency to act on them. We explored how youth used participatory storytelling—a genre of interactive fiction that logs players’ choices as data to be analyzed—to advocate for social change. In a 4-day workshop held across 4 weeks, we guided 22 high-school-aged youth in creati...
Article
Full-text available
The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contributed to ambiguity in the literature. To address this, we use cognitive science theory to expose inconsistencies in flow's prevalent definition, and introduce fuse, a conce...
Article
Full-text available
Is it possible to detect toxicity in games just by observing in-game behavior? If so, what are the behavioral factors that will help machine learning to discover the unknown relationship between gameplay and toxic behavior? In this initial study, we examine whether it is possible to predict toxicity in the MOBA gameFor Honor by observing in-game be...
Preprint
Full-text available
The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contributed to ambiguity in the literature. To address this, we use cognitive science theory to expose inconsistencies in flow's prevalent definition, and introduce fuse, a conce...
Preprint
Full-text available
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-report, with little work directed towards studying team processes with quantifiable measures based on be...
Preprint
Full-text available
Searching for relative mobile user interface (UI) design examples can aid interface designers in gaining inspiration and comparing design alternatives. However, finding such design examples is challenging, especially as current search systems rely on only text-based queries and do not consider the UI structure and content into account. This paper i...
Preprint
Full-text available
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metap...
Chapter
Full-text available
In this paper, we explore the next generation of analog game (i.e., board and card games) experiences by combining a traditional analog game with mixed reality technology. First, we transfer an existing analog game into a virtual reality (VR) environment that enhanced the gameplay with an animated model, visual effects, and sound effects. Second, w...
Article
To master the functions and tasks of a game, players must learn how to play the game. When conceptual learning outcomes are expected, additional skills are required to master those concepts. Methods, such as the Wizard of Oz technique, which require users to interact with a computer support tool, have been used to help improve usability and learnab...
Conference Paper
Full-text available
Research design is challenging to learn, and students have few hands-on experiences to practice it. We explore how StudyCrafter, a platform for creating and running research studies in the form of interactive fiction games, promotes students’ perceived and measured abilities in certain key research skills. Fourteen graduate students in a game desig...
Preprint
Full-text available
Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods a...
Conference Paper
Full-text available
Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods a...
Article
The RePresent games are online video games that are publicly available and designed to educate people about legal self-representation in civil court. This study was part of a project to examine use of the RePresent games in Connecticut, Massachusetts, Maine, and New Hampshire from January 2018 to May 2018. Data on game use across the four states we...
Conference Paper
Full-text available
Gamettes are playful tools for agent-based participatory simulation and have shown to be valid for collecting rich behavioral data from human decision-makers. However, there is still a question that how such data can be used to create or update agent-based and behavioral models. In this paper, we evaluate and compare the performance of different me...
Conference Paper
Full-text available
Game design is increasingly used in modern education to foster Computational Thinking (CT). Yet, it is unclear how and if the game genre of student-designed games impact CT and programming. We explore how game genre impacts CT development and programming routines in Scratch games designed by 8th-grade students using a metrics-based approach (i.e.,...
Conference Paper
Full-text available
Agent-based simulations are widely used for modeling human behavior in various contexts. However, such simulations may oversimplify human decision-making. We propose the use of Gamettes to extract rich data on human decision-making and help in improving the human behavioral aspects of models underlying agent-based simulations. We show how Gamettes...
Conference Paper
Full-text available
Game environments are being used in multiple fields to study human behavior. Just as experimental studies of human behavior are affected by their methods, games are affected by the authoring platforms and tools used to make them. We examine how the diversity of a cast of characters made available to students of game design and psychology may have i...
Conference Paper
The GeoExplorer project is an ongoing effort aimed at addressing educational gaps related to field testing and practical experience in geotechnical engineering education. A computer game-based module was developed to supplement traditional lecture techniques and take advantage of technology familiar to today’s students. To date, three different ver...
Article
Full-text available
Background There have been increasing calls for integrating computational thinking and computing into school science, mathematics, and engineering classrooms. The learning goals of the curriculum in this study included learning about both computational thinking and climate science. Including computer science in science classrooms also means a shift...
Conference Paper
Full-text available
Automated feedback has the potential to provide significant assistance to student game creators. Here, we present a system for generating automated, critique-like feedback for students creating games in the Study-Crafter platform. We implemented a system that builds a personalized feedback report for students based on a templated format. This criti...
Conference Paper
Teamwork is becoming an important element of gameplay. Many games nowadays incorporate teamwork in one form or another. As a result, many game researchers have investigated aspects of teamwork. However, we have yet to develop effective surveys to gauge how people strategize or problem solve together within different games, and how such games enable...
Conference Paper
Full-text available
Games have been designed to foster children's computational thinking (CT) skills, which is widely recognized as a key ability that should be mastered in this computing-driven era. Because learning coding skills is cognitively difficult and uninvolving for novices and it is recommended to learn CT concepts first, many educational games have been dev...
Conference Paper
Full-text available
This paper presents steps towards a generalized player model built around an external personalization and design framework. The external framework, the Player, Environment, Agents, System (PEAS) framework, resulted from a broad scope review of the personalization, player modeling, and game design literature. Leveraging this framework allows us to d...
Conference Paper
Full-text available
Gamification and serious games have the capacity to increase engagement in often non-engaging contexts such as a test. In this study, we gamified a psychological test, the Thematic Apperception Test (TAT), with the player motivation concepts of achievement, exploration, and social interactions. We used the platform Study-Crafter to implement our ga...
Conference Paper
Full-text available
Personalization has been explored in the context of games in many forms (e.g., dynamic difficulty adjustment, affective video games, adaptive systems, experience-driven PCG, etc.). The majority of techniques used in these fields have relied on data-driven or manual methods for identifying game components to modify for personalization. We propose a...
Conference Paper
Full-text available
Interactivity and player experience are inextricably entwined with the creation of compelling narratives for interactive digital media. Narrative shapes and buttresses many such experiences, and therefore designers must construct compelling narrative arcs while carefully considering the effects of interaction on both the story and the player. As th...
Conference Paper
Computational thinking (CT) is key to digital literacy and helps develop problem-solving skills, which are fundamental in modern school. As game design shows potential for teaching CT, metrics like Dr. Scratch emerge that help scholars systematically assess the CT of student-designed games, particularly with Scratch. Compared to other CT metrics, D...
Conference Paper
Full-text available
In a wide range of social networks, people's behavior is influenced by social contagion: we do what our network does. Networks often feature particularly influential individuals, commonly called "influencers." Existing work suggests that in-game social networks in online games are similar to real-life social networks in many respects. However, we d...
Poster
Full-text available
One way to prepare research-literate citizens is to engage them in designing research studies. However, this feat is challenging and has many practical barriers. We present StudyCrafter, a new platform that makes human behavior research more accessible by using game design and gameplay as a framework for research design and participation. In a qual...
Conference Paper
This paper highlights an effort to address the lack of exposure to field testing and practical experience in geotechnical engineering education through the development and implementation of a mixed reality and mobile (MR&M) educational game, “Geo Explorer.” In the spring 2017 semester, a course module was implemented in existing geotechnical engine...
Article
Full-text available
In a wide range of social networks, people’s behavior is influenced by social contagion: we do what our network does. Networks often feature particularly influential individuals, commonly called “influencers’.’ Existing work suggests that in-game social networks in online games are similar to reallife social networks in many respects. However, we d...
Conference Paper
Full-text available
The growing epidemic of drug shortages in the United States causes challenges for providers all across thecritical health care infrastructure and demonstrates the lack of resiliency within drug delivery supply chains.With many drugs having no acceptable substitute, drug shortages directly translate to a public health andsafety risk. One of the unde...
Conference Paper
Full-text available
While some promising early work exists, gamified surveys are still not widespread. In this work-in-progress paper, we present our methodology for gamifying surveys, which combines the rigor of survey design with the creativity and affordances of game design and makes use of an existing tool to ease development. We illustrate our methodology with fo...
Conference Paper
Full-text available
While scholarly interest typically focuses on what student designers learn from creating digital games, there has been little investigation into what student designers make. This paper analyzes what design patterns emerge within a set of games from student designers who were instructed to design educational games about climate change using a partic...
Conference Paper
Full-text available
Presenting levels commensurate with players' current understanding of game mechanics and level design is a significant challenge in designing games. Often game designers create levels by hand intending for the levels to increase in difficulty over the the course of the game while relying on their intuition or extensive user feedback, reiteration, a...
Conference Paper
Full-text available
Programming and computational thinking skills are promoted in schools worldwide. However, there is still a lack of tools that assist learners and educators in the assessment of these skills. We have implemented an assessment tool, called Dr. Scratch, that analyzes Scratch projects with the aim to assess the level of development of several aspects o...
Conference Paper
Full-text available
Game-like environments are increasingly used for conducting research due to the affordances that such environments offer. However, the problem remains that such environments treat their users equally. In order to address this, personalization is necessary. In this paper we discuss the need to personalize gamified research environments to motivate p...
Conference Paper
Full-text available
Playful environments are increasingly being used for conducting research. This makes a game platform for authoring research studies and teaching about how to conduct research a necessary progression. In this paper, we discuss Mad Science, a playful platform that is being created to allow users to create behavioral experiments. We discuss iterations...
Article
Given the rapid technological advances in our society and the increase in artificial and automated advisors with whom we interact on a daily basis, it is becoming increasingly necessary to understand how users interact with and why they choose to request and follow advice from these types of advisors. More specifically, it is necessary to understan...