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Carrie Heeter
heeter@msu.edu
Co-Director, Serious Game Design MA Programs
PI, GEL Lab (Games 4 Entertainment and Learning)
Comm Tech Lab Director
Creative Director, Virtual University Design and Technology
Professor, Telecommunication, Information Studies, and Media
I am founding Director of the Communication Technology Laboratory
and Creative Director for Michigan State University's Virtual University
Design and Technology group. I am also Professor of Serious Game Design in the Department of Telecommunication, Information Studies, and Media where I teach online
design and design research courses. I live in San Francisco, using
communication technologies to "telerelate" with colleagues,
students, and friends in Michigan and elsewhere.
I am fascinated by (too) many things. Most compelling right now:
serious game design
playstyle and learning
learning, gender, and games -- how can appealing
games be made meaningful and related to learning things that matter
while still being fun? What would make a game compelling for girls?
Might boys like that too? What is the difference between the genders?
What is the meaning of life?
technology-enhanced learning -- how can technology
be used to make learning fascinating, compelling, irresistable,
authentic, meaningful, important, connected?
electronic communication environments -- what is
the optimal role for synchronous and asynchronous telerelating?
how can we create new communication environments to encourage teamwork,
knowledge sharing and preservation, human connections, and discovery?
Current Projects:
Cognitive Games (games to maintain and improve cognitive function in health adults)
Microbe Hunter (an adaptive learning game)
Fitwits (formerly known as Health Nutz), physical and online nutrition learning games
How Do You Know, How do They Know (a game to explore personal and societal beliefs about science on controversial topics with important social implications)
FYI Site (creation of a peer reviewed online resource to communicate relevant findings from academic research to game design industry professionals)
Girls
As Game Designers
Alien Games
Products:
Wonderwalls:
encouraging and expressing a sense of wonder
Longitudinal Servey
Engine
4H Garden
Spatial Kids' Tour
High School
Curriulum on the Death Penalty
Michigan
4H Children's Garden Web
Plant Problems
American
Identity Explorer
ASL Browser/Personal
Communicator
Microbe
Zoo
Breast Cancer
Lighthouse
Teaching
with the Internet for K-12
VR Research
Web CD-ROM
Mission to
Mars! ClickON
MSU
Dow
Corning PhotoFile
Recent Chaired Completed Thesis
Projects:
Backyard Animal Travel Adventure, January, 2006
Hai Kyung Min
Cell Phone and Web Recipe Resource, December, 2005
Ai-Ting Huang
Influential Stew: Multiple character threads in a linear yet interactive story, December, 2005
Gregory Mercer
MMOGS and Your Teen, December, 2005
Ryan Torre
Improvisational Jazz DVD, August, 2005
Timothy O'Brien and Andrew Bare
Onlline Virtual Coaches for Health Behavior Modification
Geraud Plantegenest,
Spring, 2005
Plant
Scanner: A Handheld PDA Using RFID Tags For Child Visitors To
The Michigan 4-H Children's Garden
Aparna Ramchandran, Summer 2004.
Interactive
Storytelling: Blending Automatic and Query Driven Exploration
of an integrated set of Video Narratives
Michael Sangyeob Lee, 2004
GENDER
REACTIONS TO GAMES FOR LEARNING AMONG FIFTH AND EIGHTH GRADERS
Kaitlan Chunhui Chu, 2004
Comparing
Alternative Techniques for Hybrid Courses
Patricia Banyas, 2004
THE
OTHER SIDE OF THE WEBPAGE: ATTEMPTING TO BE AN ONLINE PROFESSOR
Leigh Graves Wolf, 2004
Handheld
Spatial Tour of the Temples of Taipei
Charlie Tai, 2003.
"Virtual
Rush": An application of virtual reality spatial chat for
recruiting new Psi Delta members
Jeff Feder, 2003.
Publications:
Heeter, C., Winn, B. Implications of Gender, Player Type and Learning Strategies for the Design of Games for Learning. To appear in Beyond Barbie to Mortal Combat: New perspectives on games, gender, and computing. MIT Press, Cambridge, MA. In press. http://commtechlab.msu.edu/publications/files/bbmk-heeter-winn.pdf">http://commtechlab.msu.edu/publications/files/bbmk-heeter-winn.pdf
Winn, B. and Heeter, C. (2006/2007) “Resolving Conflicts in Educational Game Design Through Playtesting.” Innovate 3 (2). http://innovateonline.info/index.php?view=article&id=392
Beyond Barbie and Mortal Kombat: New perspectives in games, gender and computing. Yasmin Kafai, Carrie Heeter, Jill Denner, and Jen Sun (eds.). MIT Press, in press.
Using Player Research to Mediate Battles Between Pedagogy, Learning Content, and Fun, given at the Serious Games Summit during the Game Developers Annual Conference in San Jose, CA, March 2006.
Heeter, C., B. Winn, and D. Greene. 2005. Theories meet realities: Designing a learning game for girls. Conference Proceedings of the DUX (Designing the User eXperience) conference, San Francisco, November. http://commtechlab.msu.edu/publications/files/dux2005.htm (accessed October 26, 2006).
Heeter, C., Chu, K., Egidio, R. and Mishra, P. "Do
Girls Prefer Games Designed by Girls?" to be presented
at ICA, June, 2005, New York.
Lee, Sangyeob, Heeter, C., and LaRose,
R. "
VIEWER
RESPONSES TO INTERACTIVE NARRATIVE: A COMPARISION OF INTERACTIVE
VERSUS LINEAR VIEWERSHIP IN ALONE AND GROUP SETTINGS" to be presented at ICA,
June, 2005, New York.
Heeter, C., Lownds, N., and Rhodes, B. "Wonderwalls:
Playful Peer to Expert and Peer to Peer Collaborative Learning
Spaces" submission
to SIGGRAPH 2005 Incubators.
Winn,
B., Heeter, C., and Dickson, P. What Should Higher Education
Learn from Games?" NLLI New Learning Ecologies Conference,
San Diego, CA, January, 2004.
Heeter, C., Chu, K., Maniar, A., Mishra, P., and Egidio, R.
Comparing
14 Forms of Fun (and Learning and Gender Issues) In Commercial Versus
Educational Space Exploration Digital Games, International
Conference on Digital Games Research conference, Netherlands, November,
2003.
Heeter, C. Girls
as Space Game Designers: Extreme baseline research, Designing
for User Experience conference, San Francisco, June, 2003.
Heeter, C. Reflections
on Real Presence by a Virtual Person, Presence: Teleoperators & Virtual Environments August 2003, Vol. 12, No. 4: 335-345.
Heeter, C. and Lownds, N. Design
Discussion, Professional Interaction Design Portfolio Panel, International
CHI Conference, April, 2002 (Computer-Human Interaction), Minneapolis.
Heeter, C., Gregg, J., Climo, J., Biocca,
F., Dekker, D. Telewindows:
Case Studies in Asymmetrical Social Presence
This chapter will appear in the 2002 EMERGING COMMUNICATION BOOK
SERIES Volume 4 Being There: Concepts, Effects and Measurement
of User Presence in Synthetic Environments, Editors-in-chief:
Giuseppe Riva, Ph.D. and Fabrizio Davide, Ph.D.
Heeter, C., Gregg, J., Climo, J., Biocca,
F., Dekker, D. TeleWindows:
Changing the Social Fabric of Life for Homebound Elderly (report)
Heeter, C. A
Justification for Being Virtual, June 2001
Heeter, C. and Chen, J. The
Color of eCommerce, September 2001
Paper presented at the Experiential ECommerce conference in East
Lansing, MI.
Heeter, C. Reflections
on Real Presence by a Virtual Person, June 2001
Keynote speech delivered at the Fourth International Workshop on
Presence, May, 2001; Proceedings of the Fourth International
Workshop on Presence, forthcoming.
Heeter, C. Interactivity
in the Context of Designed Experiences, Journal of Interactive Advertising,
Volume 1, Number 1, Fall 2000.
Heeter, C. Technology-Enhanced
Learning Update, International Communication Association Conference,
May 2000.
Heeter, C. Aspects
of Presence in Telerelating, Journal of Cyberpsychology and Behavior,
2:225-325, 1999.
Heeter, C. Technology-Enhanced
Learning, Internet 2 Sociotechnical Summit, September, 1999.
Heeter, C. Telerelating:
An overview, presented at the Internet2 Sociotechnical Summit Planning
Meeting, 12/7/98.
Heeter, C. West
Portal Reports: early (1997) experiences with telerelating from
San Francisco.
Winn, B., Heeter, C., and Kurtz, A.
Tools
for Thought. White paper about the Immigration Explorer CTL
Project prepared for Apple Computer and Adobe, 1996.
Heeter, C., Rampoldi, L., and Winn,
B. . Recall
and Mental Models:Designing a User Interface to effect memory
unpublished report, 1996.
Winn, B. and Heeter, C. "Pathways
to Learning: A knowledge encoding and retrieval tool."
Master's Thesis. Michigan State University, 1995.
Heeter, C. Communication
Research on Consumer VR, in "Communication in the Age of Virtual
Reality", edited by Frank Biocca and Mark Levy, 1994.
Heeter, C. Gender
Differences and VR: A Non-User Survey of What Women Want, Virtual
Reality World, March, 1994.
Heeter, C. Why
Play (VR) Games? Virtual Reality Special Report, March, 1994.
Heeter, C. The
Thin Line: Hypermedia meets Virtual Reality, ACM Education Technology
Review. Winter, 1993.
Heeter, C. Real
hands, virtual worlds, Proceedings of the Virtual Realities Systems
Convention, fall, 1993.
Heeter, C. BattleTech
Masters: Emergence of the First U.S. Virtual Reality SubCulture,
Multimedia Review, Winter, 1993.
Heeter, C. Being
There: The Subjective Experience of Presence, Presence: Teleoperators
and Virtual Environments, MIT Press, fall, 1992.
Heeter, C. and Gomes, P. It's
Time for Hypermedia to Move to Talking Pictures, Journal of Educational
Multimedia and Hypermedia, winter, 1992.
Heeter, C. The
Look and Feel of Direct Manipulation, HYPERNEXUS: Journal of Hypermedia
and Multimedia Studies, Fall, 1991.
Dickson, P., Heeter, C. , Rosenberg,
M., Gomes, P. and Artzi, I. Exploratory Multimedia Environments,
in Proceedings of the 1990 NATO Advanced Studies Institute, in press.
Straubhaar, J., Heeter, C., and Greenberg, B.
"Mass Media Effects Across Cultures," International and Intercultural
Communication Annual, Vol 16, 1991.
Heeter, C. Implications of Interactivity for Communication
Research. In J. Salvaggio, & J. Bryant (Eds.) Media Use in the
Information Age: Emerging Patterns of Adoption and Consumer Use,
Lawrence Erlbaum Associates, 1989.
Heeter, C., Brown, N., Soffin, S., Salwen, M.,
and Stanley, C. "Agenda-Setting Impacts of Electronic Text News,"
Journalism Quarterly, summer, 1989.
Heeter, C. and Greenberg, B. Cableviewing,
Ablex Press, 1988.
Heeter, C. Classifying Mediated Communication
Systems. In J. Anderson (Ed.) Communication Yearbook, Volume 12,
Sage, 1988.
Wagner, V., Bianchi, M. and Heeter, C. "A Local
Program for Assessing and Managing Exposure Risk to Hazardous Chemicals,"
Environmental Toxicology and Chemistry, 1988.
Fico, F., Heeter, C., Soffin, S. and Stanley,
C. "New Wave Gatekeeping: Applying the Index Attributes of Electronic
Text to Print," Communication Research, 1988.
Heeter, C., Atwater, T., Baldwin, T. and
Stanley, C. "Videotex: Creating and Examining Experienced Users,"
Telematics and Informatics, 1987.
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