Dominic Kao
Biographic Data
| ID | 6771172 |
|---|---|
| NAME | Dominic Kao |
| GIVEN NAMES | Dominic |
| FAMILY NAME | Kao |
| SIGNATURE | KAO D |
| AFFILIATIONS | Computer & Information Technology, Purdue University, West Lafayette, IN, USA |
| ORCID | 0000-0002-7732-6258 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Exploring Content Integration in Educational Video Games
Exploring how gender-anonymous voice avatars influence women’s performance in online computing group work
We investigate how gender-anonymous voice avatars influence women’s performance in online computing group work. Female participants worked with two male confederates. Voices were filtered according to four voice gender anonymity conditions: (1) All unmasked, (2) Male confederates masked, (3) Female participant masked, and (4) All masked. When only male confederates used masked voices (compared to all unmasked), female participants spoke for a lon…
Emotional and cognitive effects of learning with computer simulations and computer videogames
The effects of observation in video games: How remote observation influences player experience, motivation, and behaviour
Surveillance is ubiquitous. It is well known that the presence of other people (in-person or remote, actual or perceived) increases performance on simple tasks and decreases performance in complex tasks (Zajonc 1965). But little is known about these phenomena in the context of video games, with recent advances finding that they do not necessarily extend to games (Emmerich and Masuch 2018). In Experiment 1 (N=1489; No Observation vs. Researcher Ob…
No prominent works on this page.
Emotional and cognitive effects of learning with computer simulations and computer videogames
The effects of observation in video games: How remote observation influences player experience, motivation, and behaviour
Surveillance is ubiquitous. It is well known that the presence of other people (in-person or remote, actual or perceived) increases performance on simple tasks and decreases performance in complex tasks (Zajonc 1965). But little is known about these phenomena in the context of video games, with recent advances finding that they do not necessarily extend to games (Emmerich and Masuch 2018). In Experiment 1 (N=1489; No Observation vs. Researcher Ob…
Exploring how gender-anonymous voice avatars influence women’s performance in online computing group work
We investigate how gender-anonymous voice avatars influence women’s performance in online computing group work. Female participants worked with two male confederates. Voices were filtered according to four voice gender anonymity conditions: (1) All unmasked, (2) Male confederates masked, (3) Female participant masked, and (4) All masked. When only male confederates used masked voices (compared to all unmasked), female participants spoke for a lon…
Exploring Content Integration in Educational Video Games
Computer Science (4 works) · Psychology (4 works) · Educational Games and Gamification (3 works) · Multimedia (3 works) · Cognitive psychology (2 works) · Digital Games and Media (2 works) · Educational technology (2 works) · Mathematics education (2 works) · Social Psychology (2 works) · Anonymity (1 works)