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Publications & Abstracts

(If you do not have institutional library access to these papers, email the lead author for a copy).

2023

Gotsis, M. (2023). Ethical, moral, and philosophical challenges of creating and evaluating the impact of virtual reality experiences. In M. Bowdon, K. Yee & W. Dorner (Eds.), Ethics, Virtual Reality, and the College Classroom. Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003329718-22/ethical-moral-philosophical-challenges-creating-evaluating-impact-virtual-reality-experiences-marientina-gotsis

Pong, C. (2023). Defectum: A journey toward embracing failure (Publication No. UC113010442). [Master’s thesis, University of Southern California]. USC Digital Library.  https://digitallibrary.usc.edu/Share/u721y7cv216s4t4puoq7a71ik105ike5

Bonfiglio, K. (2023). Val’s pelvic health journey: The educational power of storytelling (Publication No. UC112952613). [Master’s thesis, University of Southern California]. USC Digital Library. https://digitallibrary.usc.edu/Share/fs8e2fxffo3i3uqx0rh63j52qxy11248

Zacharia, K., & Gotsis, M. (2022). Ancient drama applications in education and interactive entertainment. In Proceedings of International Theater Conference “Values of Ancient Greek Theater Across Space & Time: Cultural Heritage and Memory.” National and Kapodistrian University of Athens. https://www.uoa.gr/fileadmin/user_upload/PDF-files/ anakoinwseis/ekdoseis/2110_Final_European_program_HORIZON_2020_30-9-2022.pdf

Zacharia, K. & Gotsis, M. Creativity, collaboration, interactive entertainment & Greek Tragedy (2023). Proceedings of the 2023 Annual Meeting of the Society of Classical Studies. Abstract 145, Paper 39.2. https://classicalstudies.org/annual-meeting/154/abstract/ creativity-collaboration-interactive-entertainment-greek-tragedy

Flynn, G., Brewster, J., Song, D., & Gotsis, M. (2023). Developing Brain-Computer Interfaces with Everyone. Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments, 113–119. https://doi.org/10.1145/3594806.3594810

2022

Hu, M. (2022). Hedge hug – a narrative-driven interactive exploration on low self-esteem and social anxiety (Publication No. UC110963555). [Master’s thesis, University of Southern California]. USC Digital Library https://doi.org/10.25549/usctheses-oUC110963555

Ma, M. (2022). Inclusive character creator: An exploration of inclusive design for 3D character creators (Order No. 29064141). Available from Dissertations & Theses @ University of Southern California. (2679100053). Retrieved from http://libproxy.usc.edu/login?url=https://www-proquest-com.libproxy2.usc.edu/dissertations-theses/inclusive-character-creator-exploration-design-3d/docview/2679100053/se-2

Cechanowicz, L., Gotsis, M., Hogenson, E. & Lutz, J. Rehabilitation Futures Critical Worldbuilding Workshop (2022, November 4). Fourth International Conference on Anticipation, virtual. https://anticipationconference.org/book-of-abstracts/

Ma, M., Gotsis, M., Harris-Lowe, B., & Coopilton, M. (2022). Inclusive character creator: A showcase of inclusive design principles for 3D character creators. ACM SIGGRAPH 2022 Posters, 1–2. https://doi.org/10.1145/3532719.3543201

Lionis, C., Gotsis, M., Petelos, E., & Albani, E. (2022). Taking care of the family in primary care. Broken Hill Publishers. [in Greek] ISBN: 978-9925-575-02-2

2021

Palamara, F. I. (2021). Alma: Designing compassion for healthcare workers through interactive play (Publication No. UC11667445). [Master’s thesis, University of Southern California]. USC Digital Library https://doi.org/10.25549/usctheses-c89-432892

Wang, L. (2021). Chaos. (Publication No. UC11668769). [Master’s thesis, University of Southern California]. USC Digital Library. https://doi.org/10.25549/usctheses-c89-440254

Newell, J. A. (2021). Zooming in on mindfulness and gaming: The application of a brief, standardized, zoom-based, mindfulness intervention on videogame play as compared to a treatment as usual approach (Order No. 28720877). Available from Dissertations & Theses @ University of Southern California. (2620835807). Retrieved from http://libproxy.usc.edu/login?url=https://www-proquest-com.libproxy1.usc.edu/dissertations-theses/zooming-on-mindfulness-gaming-application-brief/docview/2620835807/se-2

Finley, J. M., Gotsis, M., Lympouridis, V., Jain, S., Kim, A., & Fisher, B. E. (2020). Design and development of a virtual reality-based mobility training game for people with Parkinson’s disease. Frontiers in Neurology, 11, 1692. https://doi.org/10.3389/FNEUR.2020.577713

Flynn, G., Song, D., Gotsis, M. (2021, November 4–5). Browser-based brain-computer interfaces: What comes after true web access? International Neuroethics Society Annual Meeting, online. https://www.neuroethicssociety.org/2021-annual-meeting-abstracts#p80

2020

Gotsis, M., Deliyiorgi, M., Papathanassiou, R., Hrysanthopoulou, C., & Boleslavsky, A. (2020). The slaughter of the commons. In A. Varvarousis (Ed), The (un)common Planner: To whom does Athens belong? (pp. 106-116). Athens: Onassis Foundation. [in Greek / English translation available upon request]

Flynn, G.M., Goldstruck, J., Kuligowski, M., Diaz, D., Zacharia, K., Gotsis, M. Song, D. (2020). “Livewire – A Stimulating Night of Neurotechnology”: Combining Neuroscience, Ethics, and Interactive Media for Participatory Technology Design. Proceedings of 2020 International Neuroethics Society (online). [video poster]

Rizzo, S., Spruijt-Metz, D., Hartholt, A., Swartout, B., de la Haye, K., Milam, J., Freyer, D., Miller, K., Ritt-Olson, A., Schepens-Niemiec, S., Wu, S., Jordan-Marsh, M., Hwang, A., Samek, A., Wixon, D., Tolomiczenko, G., Hayashida, K., Gotsis, M., Schneider, S., … Bar-Cohen, Y. (2020). Abstract IA15: Mobile virtual human health care guides for young adult childhood cancer survivors. Cancer Epidemiology Biomarkers & Prevention, 29(9 Supplement), IA15 LP-IA15. https://doi.org/10.1158/1538-7755.MODPOP19-IA15

Gomes, G. P. R., Rubin, S., Duker, L. I. S., Benton, D., Kratky, A., Chen, S. Y. A., Jordan-Marsh, M., & Gotsis, M. (2020). Healing spaces: Feasibility of a Multisensory Experience for Older Adults with Advanced Dementia and their Caregivers. Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments, 1–9. https://doi.org/10.1145/3389189.3392607

Finley, J., Kim, A.*, Fisher, B., Gotsis, M., Lympouridis, V. (2020, June 30–July 4) Development of low-cost virtual reality applications to assess sensorimotor function and improve real-world mobility. International Society of Posture & Gait Research, Edinburgh, United Kingdom. https://ispgr.org/wp-content/uploads/2019/06/ISPGR-2019-Program.pdf

2019

Bender, P. L. (2019). The future of games and health: Towards responsible interaction design (Order No. 27793094). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2397732406). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/future-games-health-towards-responsible/docview/2397732406/se-2?accountid=14749

Lionis, C., & Gotsis, M. (2019). Frailty and Multimorbidity. In C. Dowrick (Ed.), Global Primary Mental Health Care: Practical Guidance for Family Doctors (pp. 128–143). Routledge/WONCA.

Bock, F. & Gotsis, M (2019). Virtually healthy: relating virtual reality to the translational research continuum. Technology, Mind & Society at the American Psychological Association, Washington D.C., USA, October, 2019.

Holland, C., Thompson, B., & Gotsis, M. “Understanding emotion recognition interactive media for Autism Spectrum Disorder (ASD) and its relevance to OT practice.” Americal Occupational Therapy Association (AOTA) Annual Conference, New Orleans, LA. April 4-7, 2019.

Middleton, C. J. (2019). Cognitive science, belief, and interactive media as a distribution platform for experiences that enhance human development (Order No. 27797787). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2400318612). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/cognitive-science-belief-interactive-media-as/docview/2400318612/se-2?accountid=14749

2018

DeBre, E. & Gotsis, M. (2018). The feasibility of mixed reality gaming as a tool for physical therapy following a spinal cord injury. Journal of Emerging Investigators. Retrieved from: https://emerginginvestigators.org/articles/the-feasibility-of-mixed-reality-gaming-as-a-tool-for-physical-therapy-following-a-spinal-cord-injury/pdf

Rhythm & Dance Games: A K-12 Curriculum Guide for Ages 7+ (2018). Permanent link: http://scalar.usc.edu/works/curriculum-guide-for-rhythm-and-dance-games/index

Gotsis, M., & Jordan-Marsh, M. (2018). Calling HCI professionals into health research: Patient safety and health equity at stake. In Proceedings of 22nd Panhellenic Conference on Informatics PCI ‘18. New York, NY, USA: ACM Press. doi:10.1145/3291533.329156

Cheng, J., Rubin, S., Lelon, C., Lu, X., Doan, J., Bender, P., Yu-Chih, A., Chen, B., Lim, N., Kanellos, G., Rice, K., Jordan-Marsh, M., & Gotsis, M. (2018). Butterfly Lovers: Design Rationale of a Cooperative Virtual Reality Game for Promoting Compassion in Multigenerational Families. In S. Rivers & H. McDonald (Eds.), Well Played (p. 182). Pittsburgh, PA: Carnegie Mellon University: ETC Press. Retrieved from http://repository.cmu.edu/etcpress/81

Bell, B. M., Martinez, L., Gotsis, M., Lane, H. C., Davis, J. N., Antunez-Castillo, L., Ragusa, G., & Spruijt-Metz, D. (2018). Virtual Sprouts: A Virtual Gardening Pilot Intervention Increases Self-Efficacy to Cook and Eat Fruits and Vegetables in Minority Youth. Games for Health Journal, g4h.2017.0102. http://doi.org/10.1089/g4h.2017.0102

Rosas Gomes, G. P. (2018). Healing spaces: Re-imagining dementia care through playful, multi-sensory experience (Order No. 11017234). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2185901103). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/healing-spaces-re-imagining-dementia-care-through/docview/2185901103/se-2?accountid=14749

Loughridge, A. (2018). Palimpsest: Shifting the culture of computing (Order No. 27806963). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2408235734). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/palimpsest-shifting-culture-computing/docview/2408235734/se-2?accountid=14749

Comrie, A. J. (2018). The palimpsest project: Producing a cultural shift to enable a systematic shift (Order No. 27813212). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2408553211). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/palimpsest-project-producing-cultural-shift/docview/2408553211/se-2?accountid=14749

Karimi, R. F. (2018). Recipes of tactical play of Robert Karimi (tactical P.O.R.K.) (Order No. 11017037). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2182670657). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/recipes-tactical-play-robert-karimi-p-o-r-k/docview/2182670657/se-2?accountid=14749

2017

Gotsis, M. (2017). Beyond Sadness and Smiles: How to Harness the Potential of Video Games for Treatment of Depression. In CHI PLAY 2017 Workshop Games For The Assessment And Treatment Of Mental Health. Retrieved from https://games4mh.files.wordpress.com/2017/05/games4mh_paper_1.pdf

Newell, J., Gotsis, M., Lelon, C., & Davison, G. (2017). Games for Psychotherapeutic Change: A Systematic Review of the Positive, Long-Term Impact of Video Game Play on Anxiety and Depression. In CHI PLAY 2017 Workshop Games For The Assessment And Treatment Of Mental Health. Retrieved from https://games4mh.files.wordpress.com/2017/05/games4mh_paper_8.pdf

Lemi, E., Gotsis, M., & Lympouridis, V. (2017). WATERGAIT : Trusting the Senses to Walk on Water / Uneven Steps on-and-in Water Immersion. Literature and Arts Review, 2017, 1–9. Retrieved from http://www.ss-pub.org/wp-content/uploads/2017/04/LAR-16121401.pdf

Bell, B., Martinez, L. C., Gotsis, M., Lane, H. C., Davis, J., Castillo, L. A., … & Spruijt-Metz, D. (2017, March). Virtual Gardening Pilot Intervention Increases Self-Efficacy To Cook And Eat Fruits And Vegetables In Minority Youth. In Annals of Behavioral Medicine (Vol. 51, pp. S1109-S1110). 233 Spring St, New York, NY 10013 USA: Springer.

Amde, L. (2017). Tracking ida (Order No. 10801792). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2112739808). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/tracking-ida/docview/2112739808/se-2?accountid=14749

2016
Pendse, A., Gravier, N., Deedwania, D., Gotsis, M., Patterson, M., & Summers, C. (2016). Inner activity. In ACM SIGGRAPH 2016 VR Village on – SIGGRAPH ’16 (pp. 1–2). New York, New York, USA: ACM Press. http://doi.org/10.1145/2929490.2932421

Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms. Games for Health Journal, http://doi.org/g4h.2015.0103.10.1089/g4h.2015.0103

Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R. C., & Granic, I. (2016, May). Designing and Utilizing Biofeedback Games for Emotion Regulation: The Case of Nevermind. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems(pp. 1945-1951). ACM. http://doi.org/10.1145/2851581.2892521

2015

Newell, J. A. (2015). The emotional and therapeutic impact of video games for health: Is motivation to improve more important than expectations for improvement?(Order No. 10800113). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2155338443). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/emotional-therapeutic-impact-video-games-health/docview/2155338443/se-2?accountid=14749

Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R.C.M.E. (2015, May), Nevermind: Emotion Regulation in a Biofeedback Video Game. In Poster Session, ESCONS 2015. http://doi.org/10.13140/RG.2.1.4372.6249

Lemi, E., Gotsis, M., Lympouridis, V. Watergait: Designing Sense Perceptions for Individual Truth. In Proceedings of 2015 AISB Convention (online).

Lewis, L. (2015). Take a breath: The safety of a “mindful breathing” mobile application on acute anxiety in teenagers and young adults (Order No. 11012060). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2156200899). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/take-breath-safety-mindful-breathing-mobile/docview/2156200899/se-2?accountid=14749

2014

Hashemian, Y., Gotsis, M., & Baron, D. (2014, September). [DEMO] Adventurous Dreaming Highflying Dragon: A full body game for children with Attention Deficit Hyperactivity Disorder (ADHD). In Mixed and Augmented Reality (ISMAR), 2014 IEEE International Symposium on (pp. 341-342). IEEE.

Gotsis, M., Jordan-Marsh, M., Baron, D. A., & Hashemian, Y. (2014, April). A transtheoretical heuristic for design and evaluation of interactive entertainment for health and happiness. In Poster session presented at the Jacquelyn Perry Research Symposium. Los Angeles, CA: University of Southern California. DOI: 10.13140/RG.2.1.2523. 6009 PNG

Gotsis, M., Lympouridis, V., Requejo, P., Haubert, L., Poulos, I. C., Frangoudes, F., David Turpin, & Jordan-Marsh, M. (2014). Skyfarer: design case study of a mixed reality rehabilitation video game. In HCI International 2014. Crete, Greece: Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-319-07626-3_66

Zhang, B. (2014). The green ward inter-mortem paper (Order No. 1560612). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (1559942816). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/green-ward-inter-mortem-paper/docview/1559942816/se-2?accountid=14749

Lin, M. (2014). Emetic labs: Simulator sickness in videogame players (Order No. 27785404). Available from Dissertations & Theses @ University of Southern California; ProQuest Dissertations & Theses Global. (2392965590). Retrieved from http://libproxy.usc.edu/login?url=https://www.proquest.com/dissertations-theses/emetic-labs-simulator-sickness-videogame-players/docview/2392965590/se-2?accountid=14749

2013

Spring, B., Gotsis, M., Paiva, A., & Spruijt-Metz, D. (2013). Healthy Apps: Mobile Devices for Continuous Monitoring and Intervention. Pulse, IEEE4(6), 34-40. http://dx.doi.org/10.1109/MPUL.2013.2279620

Hashemian, Y., & Gotsis, M. (2013, November). Adventurous Dreaming Highflying Dragon: a full body game for children with attention deficit hyperactivity disorder (ADHD). In Proceedings of the 4th Conference on Wireless Health (p. 12). ACM. http://dl.acm.org/citation.cfm?id=2534101

Mazzone, B., Haubert, L. L., Mulroy, S., Requejo, P., Gotsis, M., Lympouridis, V., Lange, B., Profitt, R.  & Winstein, C. (2013, August). Intensity of shoulder muscle activation during resistive exercises performed with and without virtual reality games. InVirtual Rehabilitation (ICVR), 2013 International Conference on (pp. 127-133). IEEE. http://dx.doi.org/10.1109/ICVR.2013.6662091

Zhang, C., Gotsis, M., & Jordan-Marsh, M. (2013). Social media microblogs as an HPV vaccination forum. Human Vaccines & Immunotherapeutics9(11). PMID: 23842072

Thin, A. G., &  Gotsis, M. (2013). Game-based interactive media in behavioral medicine: creating serious affective-cognitive-environmental-social integration experiences. In Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience (pp. 470-479). Springer Berlin Heidelberg. http://dx.doi.org/10.1007/978-3-642-39241-2_52

Tate, E. B., Spruijt-Metz, D., O’Reilly, G., Jordan-Marsh, M., Gotsis, M., Pentz, M. A., & Dunton, G. (2013).  mHealth approaches to child obesity prevention: successes, unique challenges, and next directions. In Translational Behavioral Medicine, 1-10http://dx.doi.org/10.1007/s13142-013-0222-3

Gotsis, M., Lympouridis, V., Turpin, D., Frangoudes, F. Maneekobkunwong, S., & Jordan-Marsh, M. (2013, July). Skyfarer: a mixed reality shoulder exercise game. In ACM SIGGRAPH 2013 Studio Talks (p. 2). ACM. http://dx.doi.org/10.1145/2503673.2503675

Gotsis, M., Frangoudes, F., Lympouridis, V., Maneekobkunwong, S., Turpin, D., & Jordan-Marsh, M. (2013, July). Skyfarer: a mixed reality shoulder exercise game. In ACM SIGGRAPH 2013 Emerging Technologies (p. 13). ACM. http://dx.doi.org/10.1145/2503368.2503381

Zhang, C., Gotsis, M., Jordan-Marsh, M. (April,. 2013). HPV Vaccine Acceptance: A Case Study of Social Media Potential. Paper presented at the 16th Annual Conference on Vaccine Research, April 21-24, Baltimore, MD. ABSTRACT

Hashemian, Y. (2013). A full body game for children with attention deficit hyperactivity disorder: Adventurous dreaming high-flying dragon. (Order No. 1538703, University of Southern California). ProQuest Dissertations and Theses, , 41. Retrieved from http://search.proquest.com/docview/1403370779?accountid=14749. (1403370779).

Li, X. (2013). Blowing blues: Coping with negative emotions through breath control. (Order No. 1538718, University of Southern California). ProQuest Dissertations and Theses, , 37. Retrieved from http://search.proquest.com/docview/1403370774?accountid=14749. (1403370774).

Chou, L. (2013). The voice in the garden: An experiment in combining narrative and voice input for interaction design. (Order No. 1546706, University of Southern California). ProQuest Dissertations and Theses, , 36. Retrieved from http://search.proquest.com/docview/1459427958?accountid=14749. (1459427958).

Mathias, J. (2013). Simulations as real-time integration of information: “covalence”, an organic chemistry game. (Order No. 1538722, University of Southern California). ProQuest Dissertations and Theses, , 39. Retrieved from http://search.proquest.com/docview/1400487997?accountid=14749. (1400487997).

Gotsis M., Wang H., Spruijt-Metz D., Jordan-Marsh M., Valente T.W. (2013). Wellness Partners: Design and Evaluation of a Web-Based Physical Activity Diary with Social Gaming Features for Adults. JMIR Res Protoc 2013;2(1):e10 URL | doi: 10.2196/resprot.2132

2012

Wang, H., Gotsis, M., Jordan-Marsh, M., Spruijt-Metz, D., & Valente, T. (October, 2012). Leveling UpGame Enjoyment Threshold Model and Player Feedback on the Design of a Serious Game. Paper presented at Meaningful Play 2012, October 18-20, East Lansing, MI. PDF

Reynolds, E. E. (2012). Nevermind: Creating an entertaining biofeedback-enhanced game experience to train users in stress management. (Order No. 1514164, University of Southern California). ProQuest Dissertations and Theses, 184. Retrieved from http://search.proquest.com/docview/1026566262?accountid=14749. (prod.academic_MSTAR_1026566262).

Dai, Y. (2012). Timension. (Order No. 1513762, University of Southern California). ProQuest Dissertations and Theses, 57. Retrieved from http://search.proquest.com/docview/1026566297?accountid=14749. (prod.academic_MSTAR_1026566297).

Innovations in Games: Better Health and Healthcare Report. April 2012. Institute for the Future. Palo Alto, CA. PDF

Gotsis, M., Lympouridis, V., Turpin, D., Tasse, A., Poulos, I. C., Tucker, D., Swider, M., Jordan-Marsh, M. (2012, March). Mixed reality game prototypes for upper body exercise and rehabilitation. Research demo presented at the IEEE Virtual Reality Conference 2012, Costa Mesa, CA. [doi:10.1109/VR.2012.6180940 ]

Hoberman, P., Gotsis, M., Sacher, A., Turpin, D., Bolas, M.,  & Varma, R. (2012, January). Using the Phantogram Technique for a Collaborative Stereoscopic Multitouch Tabletop Game. Paper presented at 10th International Conference on Creating, Connecting and Collaborating through Computing, Playa Del Rey, CA. [doi: 10.1109/C5.2012.18 ]

2011

Spruijt-Metz, D., Gotsis, M.,  Jordan-Marsh, M., Wang, H., & Valente, T. (2011). Wellness Partners. Paper presented at 3rd Annual mHealth Summit, December 5-7, Washington, D.C.

Gotsis, M., Wang, H., Spruijt-Metz, D., Jordan-Marsh, M., & Valente, T. (2011). Promoting active lifestyles through social networking and digital gaming. Poster presented at 1st D.C.-area Health Communication Conference, April 29-May 1, Fairfax, VA. PDF

Wang, H., Gotsis, M., Jordan-Marsh, M., Spruijt-Metz, D., & Valente, T. (2011). Networked play for health: Promoting physical activity through a social game. Paper presented at the 31st International Sunbelt Social Network Conference, February 8-13, St. Pete Beach, FL.

2010

Akmal, A. (2010). Persuasion through Play: How procedural rhetoric in casual games can inform public relations. (MA, University of Southern California). PDF (via USC Digital Library)

Wang, H. H. (2010). Building personal wellness communities: Meaningful play in the everyday life of a network society. (PhD, University of Southern California). PDF

Gotsis, M., Jordan-Marsh, M., Graner, B., Antonisse, J., Hughes, D., Spruijt-Metz, D., Wang, H.H., Valente, T. (2010). The wellness partners collaboration: Intervention and study design from scratch. Poster presented at Meaningful Play 2010, October 21-23, East Lansing, MI, USA.

Gotsis, M., Piggot, J., Hughes, D., & Stone, W. (2010). SMART-games: A video game intervention for children with autism spectrum disorders. Proceedings of the 9th International Conference on Interaction Design and Children, Barcelona, Spain. 194-197. [ doi: 10.1145/1810543.1810569 ]

2009 – [Games for Health Initiative]

Gotsis, M. (2009). Games, virtual reality, and the pursuit of happiness. IEEE Computer Graphics and Applications, 30(5), 6-11. doi.ieeecomputersociety.org/10.1109/MCG.2009.94

Rodriguez, A. A. (2009). Nahui ollin, “in search of the divine force”: A physical immersive interactive dance experience. (Order No. 1467527, University of Southern California). ProQuest Dissertations and Theses, 40. Retrieved from http://search.proquest.com/docview/304995765?accountid=14749. (prod.academic_MSTAR_304995765).