Peta Wyeth

Prof. Peta Wyeth

orcid

Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 July 2005 in Computers in Entertainment
Verified
Journal Article
Open access
PDF file
PSPenelope Sweetser
Penelope Sweetser
PWPeta Wyeth
Peta Wyeth
Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.

22 October 2008 in Journal of the Learning Sciences
Verified
Journal Article
Closed access
PWPeta Wyeth
Peta Wyeth
Electronic Blocks are a new programming environment designed specifically for children aged between 3 and 8 years. These physical, stackable blocks include sensor blocks, action blocks, and logic blocks. By connecting these blocks, children can program a wide variety of structures that interact with one another and the environment. Electronic Blocks provide young children with opportunities to program and observe dynamic behavior without having to acquire complex symbolic notation systems. Young children are able to build and debug program structures by using Electronic Blocks because the syntactic and semantic problems that confront users of conventional programming languages have been reduced.

1 December 2012 in Australasian Journal of Early Childhood
Verified
Journal Article
Open access
PDF file
PSPenelope Sweetser
Penelope Sweetser
DJDaniel Johnson
Daniel Johnson
AOAnne Ozdowska
Anne Ozdowska
PWPeta Wyeth
Peta Wyeth
IN THIS PAPER WE REPORT SOME initial findings from our investigations into the Australian Government's Longitudinal Study of Australian Children dataset. It is revealed that the majority of Australian children are exceeding the government's Screen Time recommendations and that most of their screen time is spent as TV viewing, as opposed to video game play or computer use. In light of this finding, we review the body of research surrounding children's engagement in Screen Time activities and the associated positive and negative effects. Based on existing evidence, we define two categories of Screen Time—Active Screen Time and Passive Screen Time. It is proposed that this distinction provides a more accurate classification of Screen Time and a more informative lens through which to consider the associated benefits and detrimental effects for young children.

28 November 2011
Verified
Conference Paper
Open access
PDF file
ZFZachary Fitz-Walter
Zachary Fitz-Walter
DTDian Tjondronegoro
Dian Tjondronegoro
PWPeta Wyeth
Peta Wyeth
Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained in terms of the design framework, and the findings of a pilot study involving 26 new students are presented. This study contributes the foundations of a design framework for general gamified achievement design. It also suggests that added game elements can be enjoyable but can potentially encourage undesirable use by some, and aren't as enjoyable if not enforced properly by the technology. Consideration is also needed when enforcing stricter game rules as usability can be affected

18 April 2015
Verified
Conference Paper
Open access
DJDaniel Johnson
Daniel Johnson
LNLennart Nacke
Lennart Nacke
PWPeta Wyeth
Peta Wyeth

1 June 2017 in Computers in Human Behavior
Verified
Journal Article
Closed access
ZFZachary Fitz-Walter
Zachary Fitz-Walter
DJDaniel Johnson
Daniel Johnson
PWPeta Wyeth
Peta Wyeth
DTDian Tjondronegoro
Dian Tjondronegoro
BSBridie Scott-Parker
Bridie Scott-Parker