Vanissa Wanick

Vanissa Wanick
University of Southampton · Winchester School of Art

Doctor of Philosophy

About

53
Publications
15,395
Reads
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241
Citations
Introduction
Looking at participatory design and collective values in the design of creative computing interactions. / Equality, Diversity and Inclusion advocate. / Most of my research area focuses on games design & gamification and XR (AR/VR). / Currently exploring player/user agency, ownership and inclusive design in the design of interactive experiences.
Additional affiliations
January 2013 - July 2013
Instituto Infnet
Position
  • Lecturer
August 2012 - November 2012
Istituto Europeo di Design Rio
Position
  • Collaborator

Publications

Publications (53)
Article
Full-text available
Gamification is defined as the use of game design elements in non-gaming contexts. It is been getting a lot of attention in recent years. However, the amount of research undertaken on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard...
Conference Paper
Full-text available
This paper introduces an overview and positioning of the contemporary brand experience in the digital context. With technological advances in games, gamification and emerging technologies, such as Virtual Reality (VR) and Artificial Intelligence (AI), it is possible that brand experiences are getting more pervasive and seamless. In this paper, we r...
Conference Paper
Full-text available
In this paper1, we introduce the concept of Virtual Transcendence Experience (VTE) as a response to the interactions of several users sharing several immersive experiences through different media channels. For that, we review the current body of knowledge that has led to the development of a VTE system. This is followed by a discussion of current t...
Article
This paper aims to investigate the relationship between advergame design, advergame experience and consumer behaviour across cultures. For this purpose, a study was designed to compare and contrast behaviour patterns across Brazilian and British cultures. An advergame (Colheita de Café (CC)), featuring the Fairtrade mark was developed through a sem...
Article
Full-text available
This paper presents the findings from a study of advergame design elements paying particular attention to cross-cultural consumer attitudes towards advergames and sponsored brands. From a thorough literature review, an integrated framework for advergames across cultures (CAKE) has been designed, composed of game design elements, brand perspectives...
Article
Fashion is a global, multi-trillion dollar industry devoted to producing and selling clothing, footwear, and accessories to individuals or groups of people. Its sheer numbers, together with social and environmental sustainability concerns, and the move towards digitalization of customer-centric operations, make the fashion business a prime target f...
Chapter
Augmented reality (AR) try-on services have been proven to enhance customer engagement and purchase intentions by enabling users to experience the sense of flow. While few studies focused on the design principles of mobile AR services, little has been done regarding the role of flow in consumer experience whilst interacting with try-on services. Th...
Research
Full-text available
Chatbots can bring innovation in online assistance and communication with customers. Due to the growth of e-commerce, fashion brands have been adopting chatbots to provide personalised consumer experiences. Research in the area of chatbots for fashion e-commerce has addressed technological advancements and consumer behaviour, but little has been do...
Article
Full-text available
Chatbots can bring innovation in online assistance and communication with customers. Due to the growth of e-commerce, fashion brands have been adopting chatbots to provide personalised consumer experiences. Research in the area of chatbots for fashion e-commerce has addressed technological advancements and consumer behaviour, but little has been do...
Chapter
In serious game design, addressing issues related to the value and opportunity of the development of a game is vital in the early stages, creating a more structured and robust approach by exploring the business case. Present frameworks provide an in-depth analysis of game design models but often fail to state the case of predetermined target market...
Article
Full-text available
When the world was hit by the COVID-19 pandemic, the game Animal Crossing: New Horizons became a hit. While millions of people where social distancing and working from home, games can be a way to stay connected to others. Animal Crossing is a life simulation game, where you can interact with others socially, while taking care of your surroundings,...
Article
Objective: To report on an investigation of requirements, with focus on Psychological and Intuition Requirements (PIRs), to make adoption of Electronic Health Records (EHRs) more encompassing and expeditious. Methods: The investigation collected EHR features from the literature, commercially available EHR software and proposed EHR standards. By usi...
Chapter
Jogos são sistemas interativos que possuem papel crucial no ensino por meio de cenários que expõem mecânicas e dinâmicas promovidas pela causa e consequência de uma ação. Jogos podem ser utilizados para envolver jogadores em desafios relacionados à resolução de conflitos. Considerando que os valores olímpicos, paralímpicos e educacionais buscam em...
Chapter
This chapter discusses the use of social elements within technologies such as the 3D fitting room for fashion brands to enhance the customer's e-retailing brand experience. We start this chapter with a review of the main theories and concepts that relate to the socialisation of the virtual fitting room. Following this, a conceptual framework is dev...
Article
Full-text available
This paper reviews the current body of literature on participatory design (PD) for game design, including participatory design elements, participatory design in education, and the current challenges that game designers and developers encountered. This paper also contains the findings of a survey among game designers in Brazil (N=29) concerning thei...
Article
Full-text available
With advances of technologies such as Virtual Reality (VR) and Augmented Reality (AR), there is a constant need to integrate 3D elements in interaction design. This paper discusses the implications of the design of the fourth dimension (4D) as a speculative design element for the development of interactive experiences. Through the discussion of mix...
Article
This paper introduces an overview and positioning of the contemporary brand experience in the digital context. With technological advances in games, gamification and emerging technologies, such as Virtual Reality (VR) and Artificial Intelligence (AI), it is possible that brand experiences are getting more pervasive and seamless. In this paper, we r...
Article
Full-text available
In the last decade, online shopping has become increasingly popular, as evidenced in the global growth of e-commerce and m-commerce. Alongside these developments, it is important to ensure customer satisfaction and requirements. The integration of smart technologies with service design and applications introducing the virtual fitting room are on th...
Conference Paper
Full-text available
This paper proposes the application of games design thinking in the development of Virtual Reality (VR) and Augmented Reality (AR) experiences for scientific data visualization. We start by introducing the design challenge and how we have approached the design of immersive experiences by using principles of games design. For that, we discuss the ca...
Conference Paper
Full-text available
O objetivo do presente artigo é apresentar e discutir maneiras de abordar as demandas por conteúdo para ambientes de Realidade Virtual (VR) e Realidade Aumentada (AR), além de debater respectivas situações emblemáticas relacionadas ao design de experiências. Para isso, discutimos o estudo de caso Don Jorge VRXP, criado e desenvolvido como coproduçã...
Conference Paper
Full-text available
The development of conceptual and imaginary futures is crucial for designers since it opens possibilities to think about applications of new technologies. With advances of Virtual Reality (VR) and Augmented Reality (AR), there is a constant need to integrate 3D elements in interaction design. With this, it is possible to imagine new worlds that cou...
Book
Full-text available
Finance is the language of business and as technological disruption accelerates, a fundamental change is under way. This presents both opportunities and challenges for current-day organizations and finance professionals alike. Money makes the world go around, they say; but digital money not only makes the world go around, it does it in a decentrali...
Article
Full-text available
This paper conducts a contemporary and inclusive review of initial applications of gamification to various management fields, such as finance, corporate governance, risk management, human resource management, etc. It defines and contextualizes gamification within the field of management. This allows to understand the main elements of a general gami...
Article
This paper conducts a contemporary and inclusive review of initial applications of gamification to various management fields, such as finance, corporate governance, risk management, human resource management, etc. It defines and contextualizes gamification within the field of management. This allows to understand the main elements of a general gami...
Conference Paper
Full-text available
In the last decade, online shopping has become increasingly popular, as evidenced in the global growth of e-commerce and m-commerce. Alongside these developments, it is important to ensure customer satisfaction and requirements. The integration of smart technologies with service design and Applications introducing the virtual fitting room are on th...
Article
Full-text available
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In...
Chapter
Full-text available
Games have their own economic models. Today, players can not only collect digital currencies, but they can also use real currencies to buy virtual goods. Business models in games such as freemium and in-app purchases, for example, sustain this structure. Within this context, there is also the expansion of models outside the game realm like eSports,...
Article
Full-text available
Resumo: A proposta deste artigo é buscar traçar algumas aproximações conceituais sobre a noção de engajamento, abrangendo diferentes níveis de experiência dos sujei-tos. Para tanto, será realizada uma revisão bibliográfica, buscando, com isso, apresentar princípios da compreensão sobre a noção de engajamento em seus aspectos comporta-mentais, emoci...
Article
Full-text available
The purpose of this paper is to draw some conceptual approaches on the notion of engagement in advertising, covering different levels of experience of the subjects. Therefore, a bibliographical review will be held, seeking to present principles of understanding about the notion of engagement in its behavioural, emotional and cognitive aspects, and...
Conference Paper
Full-text available
The Rio de Janeiro eGames Showcase 2016, launched as part of this week's London Games Festival, offered medals and national pride rather than cash prizes for the winners. The first eGames showcase event took place in Rio de Janeiro, Brazil, at the British House in Parque Lage, Jardim Botânico on 15–16 August, during the 2016 Olympic Games in Rio de...
Chapter
This chapter discusses the relationship between engagement actions during the experiences in game advertising, with the aim to investigate the elements that support consumer action in a Virtual Reality (VR) game developed for Oculus Rift. Since VR can be understood as a potential investment in advertising platform, the proposal of this chapter is t...
Article
Full-text available
This paper presents the identification, design and implementation of a set of metrics of user engagement in a gamified eLearning application. The 'Metrics Feedback Cycle' (MFC) is introduced as a formal process prescribing the iterative evaluation and improvement of application-wide engagement, using data collected from metrics as input to improve...
Chapter
Mobile apps and new technologies are changing the way people deal with their personal health. There is a new and symbiotic relationship between technologies and individuals, which results in a constant sense of monitoring, improving self-knowledge and transforming bodies into digital cyborgs. The current chapter aims to analyse the propagation of r...
Conference Paper
Full-text available
Design Participativo (DP) pode ser utilizado para integrar participantes no processo de design, com o objetivo de co-criar interações durante o desenvolvimento de jogos. Neste artigo, apresentamos uma revisão bibliográfica da utilização de design participativo no desenvolvimento de jogos. Durante esta análise, procuramos apresentar os diferentes pa...
Chapter
Full-text available
With advances in new technologies and new digital practices, video games have gained space and attention within the context of mega events, like the Olympic Games and the World Cup. Examples of this phenomenon are the recognition of video games as a Sport (e-sport) and the utilisation of video games for educational values. The current chapter explo...
Article
Full-text available
This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar de...
Conference Paper
Full-text available
Doping in Sports is an on-going issue, not only for athletes, but also for people that take any type of drugs with the aim to perform better than others. In many games players can utilise the strategy of power-ups in order to give more advantage to their character during gameplay. That is, if the player collects a special object he/she will be able...
Thesis
Digital innovation is moving the marketing industry forward. With new technologies, there is a shift from consumer attention to consumer engagement, in which advergames play a huge part. Advergames are games built around a persuasive message, often related to a brand. However, there is a lack of research about the influence of advergame design acro...
Chapter
Games have great potential as teaching tools, in part due to their immersive, intrinsically motivating narratives which compel players to deeply engage with their worlds. However, little research has been done into how the culture of the player shapes the design and impact of the narrative, and therefore the design of an educational game so it can...
Article
Full-text available
Abstract: The mega sport events became part of the routine of the Brazilians especially the Olympic and Paralympic Games in Rio de Janeiro. Associated with these coming events, products for consumption are created for different age profiles, goals and consumers, principally in the market for games. The objective of this article is to search games,...
Article
The growing popularity of gamification in the global environment increases the importance of balancing factors that affect user engagement, satisfaction and acceptability in different cultures. While the main motivation behind gamifying software systems is to improve user engagement, an adverse effect might happen if the design and functionality di...
Presentation
Full-text available
Personalization in gaming environments tends to be related to customization and prediction of player behavior. This position paper aims to discuss the role of cultural-oriented persuasive elements integrated and enhanced by gameful experiences in the context of advertising. We discuss the role of culture in advergames and review the perspectives of...
Chapter
Gamification is applied as a tool to encourage behavioural change and promote desired attitudes in many fields. However, people with different backgrounds are influenced by gamification in different ways. This suggests that cultural influence can also impact the way gamification is best implemented within a particular context. This chapter starts b...
Conference Paper
This paper presents a discussion on across-cultural design and persuasive gaming, particularly for advertising purposes. The concept of advergaming is related to the integration of the brand attributes and the creation of persuasive messages inside the advergame. From a design perspective, aspects that are part of persuasive design across cultures...
Conference Paper
Full-text available
This article aims to explore prospects for the analysis of the design of advergames for consumers in different countries and cultures. Advergames are games designed around a persuasive message, which addresses different experiences, narratives and interfaces to different audiences. However, considering the global perspective of advertising, there i...
Presentation
Full-text available
This position paper aims to discuss the role of culturally-oriented persuasive elements embedded and enhanced by gameful experiences that are related to advertising messages. We discuss the role of culture in persuasive games and review the propositions of the application of advergaming design for cross-cultural consumer behavior. We argue about pe...
Conference Paper
The creative expansion of user interface design and software development in the global market is a challenge for designers, businesses and users. While there is the Internet and interactive systems for project management, it is crucial to understand the requirements for specific cultures, especially through the utilization of gamification as a stra...
Conference Paper
This is a conceptual paper based on the influence of culture in marketing and advertising strategies, involving advergames in cross-cultural consumer behaviour. The power of games as engaging activities has been utilized in order to encourage people to perform different tasks, opening a new paradigm for advertising and marketing in the global marke...
Conference Paper
In advergames, game design can be used as a way to understand aspects of user interaction and brand management. With the integration with mobile technologies, it’s necessary to investigate the impact of this platform in the design of mobile advergames. The objective of our work is to develop an overview of the application of elements of mobile adve...
Conference Paper
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework th...

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Cited By

Projects

Projects (8)
Project
To discuss contemporary aspects for peace promotion and interventions through youth agents.
Project
The concepto of engagement has become imperative nowadays, not only in the sphere of consumption, but it crosses several areas in which the modes of action related to the phenomenon are implicated in an action and its relation with the society. We start from the understanding that engagement is not only a normative ideal and a strategic word deployed to legitimize organizational decision-making. It is a descriptive concept that refers to the deep transformations of the audience and that relate to a paradigm shift on the traditional social roles in multiple spheres of knowledge. This paradigm shift is understood as a process that seeks to offer citizens a balance of power on circulation of communication, transforming their relation with the media into engagement (understood in their cognitive, behavioral, social and epistemological aspects). What makes the guys engage? What are their modes of engagement - of interaction and participation - in different media and what are their relationships with the circulation of communication? This project aims to investigate themes related to these issues such as communication circulation, modes of engagement and participation, audience transformations and democratization of communication.