Academic Appointments


  • Lecturer, Academic Units

2019-20 Courses


All Publications


  • Catching more than pocket monsters: Pokemon Go's social and psychological effects on players JOURNAL OF SOCIAL PSYCHOLOGY Ewell, P. J., Quist, M. C., Overup, C. S., Watkins, H., Guadagno, R. E. 2020; 160 (2): 131–36

    Abstract

    The augmented reality mobile game Pokémon Go has reached unprecedented popularity since its release in 2016. The game has received intense media attention, but scientific inquiry into its popularity and the effects of play are in the early stages. Previous work has used secondary data or simple correlational analysis to draw early conclusions. A seven-day diary study was conducted to investigate potential health, psychological, and social outcomes of daily gameplay. Daily time spent playing Pokémon Go was related to higher scores of life satisfaction, vitality, and greater social interactions and conversation with both friends and strangers, but not with increased daily exercise. Increased total gameplay across the week was associated with increased interaction and conversations along with more exercise. Future directions for this unique type of game along with the need for theoretical development for unique style of games are discussed.

    View details for DOI 10.1080/00224545.2019.1629867

    View details for Web of Science ID 000472266400001

    View details for PubMedID 31189454

  • Scaffolded Training Environment for Physics Programming (STEPP) Modeling High School Physics using Concept Maps and State Machines Kitagawa, M., Fishwick, P., Kesden, M., Urquhart, M., Guadagno, R., Jin, R., Tran, N., Omogbehin, E., Prakash, A., Awaraddi, P., Hale, B., Suura, K., Raj, A., Stanfield, J., Vo, H., ACM ASSOC COMPUTING MACHINERY. 2019: 127–36
  • Peace Data Standard: A Practical and Theoretical Framework for Using Technology to Examine Intergroup Interactions FRONTIERS IN PSYCHOLOGY Guadagno, R. E., Nelson, M., Lee, L. 2018; 9: 734

    Abstract

    The current paper presents a theoretical framework for standardizing Peace Data as a means of understanding the conditions under which people's technology use results in positive engagement and peace. Thus, the main point of our paper is that Big Data can be conceptualized in terms of its value to peace. We define peace as a set of positive, prosocial behaviors that maximize mutually beneficial positive outcomes resulting from interactions with others. To accomplish this goal, we present hypothetical and real-world, data driven examples that illustrate our thinking in this domain and present guidelines for how to identify, collect, utilize, and evaluate Peace Data generated during mediated interactions and further suggest that Peace Data has four primary components: group identity information, behavior data, longitudinal data, and metadata. This paper concludes with a call for participation in a Peace Data association and suggested for guidelines for how scholars and practitioners can identify Peace Data in their own domains. Ethical considerations and suggestions for future research are also discussed.

    View details for PubMedID 29892239

  • Self-Representations in Immersive Virtual Environments JOURNAL OF APPLIED SOCIAL PSYCHOLOGY Bailenson, J. N., Blascovich, J., Guadagno, R. E. 2008; 38 (11): 2673-2690
  • The effects of witness viewpoint distance, angle, and choice on eyewitness accuracy in police lineups conducted in immersivc virtual environments 9th Annual International Workshop on Presence Bailenson, J. M., Davies, A., Blascovich, J., Beall, A. C., McCall, C., Guadagno, R. E. M I T PRESS. 2008: 242–55
  • Virtual humans and persuasion: The effects of agency and behavioral realism MEDIA PSYCHOLOGY Guadagno, R. E., Blascovich, J., Bailenson, J. N., McCall, C. 2007; 10 (1): 1-22