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CM Seminar: Game-Human Interaction: Building Games that Make Social and Educational Impact

Speaker Name: 
Magy Seif El-Nasr
Speaker Title: 
Associate Professor
Speaker Organization: 
Northeastern University
Start Time: 
Monday, December 2, 2019 - 12:00pm
End Time: 
Monday, December 2, 2019 - 1:00pm
Thimann 1 lecture hall
Noah Wardrip-Fruin


Interactive 3D environments, interactive narratives and digital games, are emerging as platforms used for entertainment, education, training, and citizen science. The potential social impact of these environments on such a wide variety of application domains elevates the importance of developing novel methods that can enhance the design quality of such environments as well as assess their utility. Due to their importance, these topics have received much attention within the Human Computer Interaction (HCI) and games research communities as well as the games industry. To enable impact of such environments given the wide variety of application domains, my work focuses on three main thrusts: (a) developing semi-automated tools for authoring various parts of the narrative experience, including virtual characters, (b) developing methods to guide the process of personalization
of such experience based on (c) models that capture the user experience. In this talk, I will use several case studies to show some examples of work within these thrusts focusing on the impact and contribution of this work on elevating the design methods and capturing the user experience making it possible to enhance the design of different types of games, including social games for health, entertainment games, e-sports, educational games, and crowdsourcing games.


Magy Seif El-Nasr is an associate Professor in the Khoury College of Computer Sciences and the College of Arts, Media and Design, where she directs the Game User Interaction and Intelligence (GUII) Lab. Dr. Seif El-Nasr earned her Ph.D. degree from Northwestern University in Computer Science. Her research focuses on two goals (a) developing automated tools and techniques for authoring, adapting, and personalizing virtual environments (e.g., interactive narrative, believable characters, and visuals), and (b) developing evidence-based methodologies to measure the effectiveness of game environments through the development of novel in-depth behavior mining and visual analytics tools. She published the first book on the subject of game analytics, called Game Analytics: Maximizing the Value of Player Data. Her work is internationally known and cited in several game industry books. Additionally, she has received several awards and recognition within the game research community. Notably, she received four Best Paper Awards and one honorable mention. Further, she was named as a HEVGA (Higher Education Video Game Alliance) Fellow. She also serves as an associate editor for IEEE Transactions on Games and IEEE Transactions on Affective Computing.
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