Publications

Here you can find the academic publications that I’ve authored or co-authored so far.

Conference Paper - International Conference on Entertainment Computing

5th Workshop for Mobile Gaming, ICEC 2012, Bremen, Germany


Marta Clavero Jimenez and Sahar Vahdati. 2012. Passing On: a pervasive location-based game about asymmetric gameplay and communication. In MOGA 12, the mobile gaming workshop at ICEC 2012 (International Conference on Entertainment Computing), Bremen, Germany


Short Paper - CHI '13 Extended Abstracts on Human Factors in Computing Systems

Proceedings of the SIGCHI Conference, CHI 2013, Paris, France

Marta Clavero Jimenez and Thomas P. Buijtenweg. 2013. ATUM: applying multi-layer game design and environmental storytelling. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13). Association for Computing Machinery, New York, NY, USA, 2623–2626. DOI:https://doi.org/10.1145/2468356.2479479

ISBN: 978-1-4503-1899-0

Publisher Name: Association for Computing Machinery


Conference Paper - International Conference on Advances in Computer Entertainment.

14th International Conference, ACE 2017, London, UK

Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen

Clavero Jiménez M., James A.M.S., Gómez Maureira M.A., Kniestedt I. (2018) Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen. In: Cheok A., Inami M., Romão T. (eds) Advances in Computer Entertainment Technology. ACE 2017. Lecture Notes in Computer Science, vol 10714. Springer, Cham. https://doi.org/10.1007/978-3-319-76270-8_17

ISBN: 978-3-319-76270-8

Publisher Name: Springer, Cham


MScThesis.jpg

Dreadful Virtualities: Comparing player responses to a horror game in virtual reality and flat screen.

Abstract

The discussions surrounding the effects of Virtual Reality (VR), especially in the case of horror games, has flared up in recent years, as the technology has become consumer ready. Literature suggests that, as a medium, VR has the potential to elicit strong emotions in players, but there is a lack of comparative studies offering empirical evidence. This study aims to compare player responses while playing the same game in two conditions, room-scale VR and conventional flat screen. For this study, we used a mixed methodology approach, combining semi-structured interviews, questionnaires and physiological measures. We also designed and developed an adaptation based on a commercial game to achieve ecological validity. Most participants self-reported that their experience of fear was more intense regarding physical and emotional responses when playing a horror game in VR, this notion was supported by the results of analysing sensor data, and questionnaires. Being aware of the existence and extent of these differences can serve as the basis for future studies. Additionally, it might prove useful for game developers to make informed decisions in the implementation of their ideas.