INDIVIDUAL AND SOCIAL IMPACTS OF INTERACTIVE TECHNOLOGY

INDIVIDUAL AND SOCIAL IMPACTS OF INTERACTIVE TECHNOLOGY

Ellison, N. B., Wohn, D. Y., & Heeter, C. (in press).  A social capital perspective on games and higher education. In B. Tierney, Z. Corwin, G. Ragusa, & T. Fullerton (Eds.). Postsecondary play: The role of games and social media in higher education. Baltimore, MD: John Hopkins Press.

Battle, J., Olson, L., and  Heeter, C. (2012).  Green League: An innovative tool for employee learning and engagement.  Presented at the Behavior, Energy, and Climate Conference, Sacramento, November.

Dodds, S., Heeter, C., and Simon, A. (2012). Great Neighborhoods: Giving power to every voice and transforming communities through civic gaming. Presented at the international Meaningful Play conference, East Lansing, MI, October.

Heeter, C. and Starr, B. (2012).  DNA Roulette: Understanding genetics & genetic testing through gaming. Presented at Games for Health, Boston, June.

Heeter, Carrie, Chandan (Dan) Sarkar, Becky Palmer-Scott and Shasha Zhang (2012). “Engineering Sociability: Friendship Drive, Visibility, and Social Connection in Anonymous Co-Located Local Wi-Fi Multiplayer Online Gaming.” IJGCMS 4.2: 1-18.

Lee, M. and Heeter, C. (2012).  What do you mean by believable characters? The effect of character rating and hostility on the perception of character believability. Journal of Gaming and Virtual Worlds, 4:1.

Heeter, C. and Guenther, B. (2011).  “From Classmates to Class Community: Assigned and Spontaneous Social Networking,” presented at Emerging Technologies for Online Learning International Symposium, San Jose, July, 2011.

Scott, B., Zhang, S., Heeter, C., Sarkar, C. (2010).  Tabletop gaming among strangers in public places: Forecasting who will play and why. Meaningful Play conference proceedings, East Lansing:  October.

Lee, M and Heeter, C. (2010).  What Do You Mean by Believable Characters? : The Effect of the Character Newness, Rating and Evilness on the Perception of the Character Believability.  Meaningful Play conference proceedings, East Lansing:  October.

Lee, M., Heeter, C., LaRose, R. (2010). A modern Cinderella story: a comparison of viewer responses to interactive vs. linear narrative in solitary and co-viewing settings.  New Media and Society, February.

Heeter, C. and Winn, B. (2009).  Meaningful Play.  International Journal of Gaming and Computer-Mediated Simulations, Vol 1. No. 3, July-September.

Heeter, C., Maniar, A., and Winn, B.  (2009). Making Sense of Brain Games: A scientific analysis of game design in the brain fitness market. Game Developer’s Conference, San Francisco.

Winn, B. and Heeter, C.  (2006/2007) “Resolving Conflicts in Educational Game Design through Playtesting.”   Innovate 3 (2).

Lownds, N. and Heeter, C. (2006).  Connecting Beyond the Field Trip: The On-line Wonder Wall. Proceedings of Museums and the Web, New Mexico.

Min, H. and Heeter, C. (2006). Backyard Animal Travel Adventure (online computer game for before and after science field trips) exhibited at Museums and the Web, New Mexico.

Heeter, C. and Winn, B.  Using player research to mediate battles between pedagogy, learning content, and fun.  Serious Games Summit, Game Developers Conference, San Jose, March 2006.

Heeter, C. and Lownds, N. “Wonderwalls: Playful Peer to Expert and Peer to Peer Collaborative Learning Spaces,”  Proceedings of the SIGGRAPH conference, Los Angeles, August, 2005.

Lee, Sanyeob, Heeter, C., and LaRose, L. “Viewer responses to interactive narrative: A comparision of interactive versus linear viewership in alone and group settings.” Presented at the International Communication Association conference, New York, June 2005.

Lounds, N., Heeter, C., and Guenther, B.  “Customizing the Learner Experience,” Angel Users Conference, East Lansing, June, 2004.

Heeter, C. and Chen, J., “The Colors of eCommerce”, paper delivered at the Electronic eCommerce conference, East Lansing, September, 2001.

“Growing a Web Garden”, Keynote Speech delivered to the National Youth Garden Symposium, July, 2001.

“Technology-enhanced Learning,” Proceedings of the Internet2 Sociotechnical Summit, 1999.

“Integrating Technology into the Michigan 4-H Children’s Garden,” Pennsylvania, Gardens and Education Conference, November, 1998 (with Dr. Norm Lownds, MSU Children’s Garden) http://commtechlab.msu.edu/westportal/gardentalk/index.html

“Dreamweaving a Virtual University,” San Francisco, Macromedia Users Conference, May, 1998

Heeter, Carrie, “Consumer research on commercial VR,” in Communication in the Age of Virtual Reality, Frank Biocca and Mark Levy, Eds., 1995.

Heeter, Carrie, “User reactions to low cost head mounted displays,” Proceedings of the Meckler Virtual Reality Convention, San Jose, California, May, 1995.

Heeter, Carrie, “CD-ROM versus World Wide Web,” Visual Proceedings of the annual SIGGRAPH 1995 Convention, San Jose, California, July-August 1995.

Heeter, Carrie, “Why play (VR) games?,” Virtual Reality Special Report of AI Expert, winter, 1994.

Heeter, Carrie, Yoon, Kak. and Sampson, James, “Future zap: Next generation smart remotes,” in Remote Control, edited by James Walker, 1993.

Heeter, Carrie, “BattleTech masters: Emergence of the first U.S. virtual reality subculture,” Multimedia Review, winter, 1993.

Heeter, Carrie, “Dilemmas and delights of QuickTime,” Journal of Educational Multimedia and Hypermedia, fall, 1992.

Heeter, Carrie, “BattleTech: Who are the players?” invited sidebar for IEEE Computer Graphics & Applications, March, 1992.

Heeter, Carrie, and Gomes, Pericles, “It’s time for hypermedia to move to talking pictures,” Journal of Educational Multimedia and Hypermedia, winter, 1992.

Heeter, Carrie, and Russell, Randy “Choosing a platform,” Journal of Educational Multimedia and Hypermedia, fall, 1991.

Heeter, Carrie, “Click on a ClickOn to ClickOn MSU: Exploring animated interactivity,” Tomorrow’s Realities Gallery Catalog, SIGGRAPH, August,1991.

Heeter, Carrie, “The look and feel of direct manipulation,” Journal of Hypermedia and Multimedia Studies, summer, 1991.

Dickson, Patrick, Heeter, Carrie, , Rosenberg, Mark, Gomes, Pericles and Artzi, Itzik, Exploratory multimedia environments, in Proceedings of the 1990 NATO Advanced Studies Institute, 1991.

Heeter, Carrie, and Greenberg, Bradley,  Cableviewing, Ablex Press, 1988.

Heeter, Carrie., Brown, Natalie, Soffin, Stan, Salwen, Mike, and Stanley, Cynthia. “Agenda-setting impacts of electronic text news,” Journalism Quarterly, summer, 1989.

Atkin, David, Heeter, Carrie, and Baldwin, Thomas,  “Parental mediation of children’s TV viewing:  A comparison of home viewing environments,” Journalism Quarterly, fall, 1989.

Heeter, Carrie, “Classifying mediated communication systems.” In James Anderson (Ed.) Communication Yearbook, Volume 12, Sage, 1988.

Fico, Fred, Heeter, Carrie, Soffin, Stan, and Stanley, Cynthia.  “New wave gatekeeping: Applying the index attributes of electronic text to print,” Communication Research, 1988.

Heeter, Carrie, Atwater, Tony, Baldwin, Thomas and Stanley, Cynthia. “Videotex: Creating and examining experienced users,” Telematics and Informatics, 1987.

Greenberg, Bradley  and Heeter, Carrie,  “Children and VCRs:  The picture at 40% penetration,” American  Behavioral Scientist, 1987.

Atwater, Tony, Heeter, Carrie, and Brown, Natalie,  “First exposures to VIEWTRON:   Foreshadowing the electronic publishing age,”  Journalism Quarterly, Winter, 1986.

Heeter, Carrie,  “Program selection with abundance of choice:  A process model,”  Human Communication Research, September, 1985.

Heeter, Carrie, and Greenberg, Bradley, “Profiling the zappers,” Journal of  Advertising Research, Spring, 1985.

Heeter, Carrie, and Greenberg, Bradley, “Cable and Program Choice.”  In Dolf Zillmann  (Ed.) Selective Exposure to Communication, 1985.