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Engaging children in longitudinal behavioral studies through playful technologies

Published: 24 June 2013 Publication History

Abstract

Measuring children's behaviors and experiences has been one of the core interests of the field of Child-Computer Interaction. However, maintaining children's engagement in the evaluation process is one of the challenges that researchers need to meet. In this paper we introduce Playful Booth, a system that aimed at engaging children in playful photo taking practices with the goal of capturing their social interactions over prolonged periods of time. We then present a 4-week-long deployment of Playful Booth with a total of seventy children that aimed at addressing three research questions. First, does playful booth create initial engagement on children and does it sustain this engagement over prolonged periods of time? Second, can the deployment be sustained for prolonged periods of time with minimal resources? Last, do behavioral data as captured from playful booth reflect children's actual social participation in the school community?

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Cited By

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  • (2016)A Follow-up Study of a Successful Assistive Technology for Children with ADHD and Their FamiliesProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930704(400-407)Online publication date: 21-Jun-2016
  • (2015)Why alone?Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers10.1145/2800835.2800921(209-212)Online publication date: 7-Sep-2015
  • (2014)Beyond gamificationProceedings of the 11th Conference on Advances in Computer Entertainment Technology10.1145/2663806.2663828(1-6)Online publication date: 11-Nov-2014
  • Show More Cited By

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    cover image ACM Conferences
    IDC '13: Proceedings of the 12th International Conference on Interaction Design and Children
    June 2013
    687 pages
    ISBN:9781450319188
    DOI:10.1145/2485760
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 24 June 2013

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    Author Tags

    1. engagement
    2. field studies
    3. playful
    4. social interactions

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    IDC '13
    Sponsor:
    • The New School
    • ACM
    • Sesame Workshop
    IDC '13: Interaction Design and Children 2013
    June 24 - 27, 2013
    New York, New York, USA

    Acceptance Rates

    Overall Acceptance Rate 172 of 578 submissions, 30%

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    June 23 - 26, 2025
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    Cited By

    View all
    • (2016)A Follow-up Study of a Successful Assistive Technology for Children with ADHD and Their FamiliesProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930704(400-407)Online publication date: 21-Jun-2016
    • (2015)Why alone?Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers10.1145/2800835.2800921(209-212)Online publication date: 7-Sep-2015
    • (2014)Beyond gamificationProceedings of the 11th Conference on Advances in Computer Entertainment Technology10.1145/2663806.2663828(1-6)Online publication date: 11-Nov-2014
    • (2014)SmartHolderProceedings of the 2014 conference on Interaction design and children10.1145/2593968.2610487(341-344)Online publication date: 17-Jun-2014

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