Archive for Shan Lakhmani
Attack Its Weak Point for Massive Damage: Guiding Attention in Virtual Environments
Shan Lakhmani | December 11, 2012 I have been conditioned, over the course of many years of playing video games, to attack giant beasts when they are flipped over, to stab glowing sigils, and to toss eggs into fanged maws. While this may make me an unpopular guest at dinner parties, it makes me really good [...]
Read moreAnonymity and Online Gaming
Shan Lakhmani | September 29, 2012 I was making dinner one night while my roommate was playing Call of Duty on his PlayStation 3. As I was cutting onions, angry high schoolers were saying some very unkind things to him. By the time they had started to question his sexuality, I had started thinking: Why [...]
Read moreQuantified Smiles: Physiological Feedback and User Experience
Shan Lakhmani | July 14, 2012 When we create something—be it text editor, game, or even plunger—we create a user reaction to that item we’ve created. If you create a plunger with a three-inch handle, you are also creating a frustrating user experience. One must not only try to create a positive user experience, but [...]
Read moreMe and My Avatar
Shan Lakhmani | May 1, 2012 In a computer game, one must not only have some control over the environment, but one must also be able to leverage this control to accomplish a goal set by the game (Garris, Ahlers, & Driskell, 2002). While there are a number of ways to implement this control, one [...]
Read moreCan opening cinematics enhance learning?
Shan Lakhmani | January 5, 2012 Like many others, I remember, years ago, watching the opening cinematic for Final Fantasy VII for the very first time and knowing that we had entered a brand new age. Since then, video games have been using more and more elaborate opening cinematics to entice people to play the [...]
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