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Contact Information

Contact

Visit Alena Denisova

A309F, College Building

Postal Address

City, University of London
Northampton Square
London
EC1V 0HB
United Kingdom

About

Overview

My research interests concern Human-Computer Interaction (HCI), User Experience (UX), Games User Research (GUR), and video games research in a broader sense. Specifically, my work focuses on:
- Player experience in digital games;
- Persuasive interactive technologies and games;
- Digital tools and games for health and wellbeing;
- Educational technology and video games;
- Measurements of user experience.

Qualifications

  1. Fellow of the Higher Education Academy, Higher Education Academy, United Kingdom, Apr 2019
  2. PhD, University of York, United Kingdom, 2013 – 2016

Postgraduate training

  1. Postgraduate Certificate Teaching in Higher Education, Swansea University, Swansea, United Kingdom, 2017 – 2019

Employment

  1. Lecturer in Computer Science, City, University of London, Jan 2019 – present
  2. Associate Lecturer in Computer Science, Swansea University, Nov 2016 – Dec 2018
  3. Research Technician, University of York, Nov 2016 – Aug 2017
  4. Teaching Assistant in Computer Science, University of York, Oct 2014 – Mar 2016

Publications

  1. Denisova, A., Guckelsberger, C. and Zendle, D. (2017). Challenge in Digital Games. the 2017 CHI Conference Extended Abstracts 6-11 May.
  2. Denisova, A., Nordin, A.I. and Cairns, P. (2016). The Convergence of Player Experience Questionnaires. the 2016 Annual Symposium 16-19 October.
  3. Denisova, A. and Cairns, P. (2015). The Placebo Effect in Digital Games. the 2015 Annual Symposium 5-7 October.
  4. Denisova, A. and Cairns, P. (2015). Adaptation in Digital Games. the 2015 Annual Symposium 5-7 October.
  5. Denisova, A. and Cairns, P. (2015). First Person vs. Third Person Perspective in Digital Games. the 33rd Annual ACM Conference 18-23 April.
  6. Denisova, A. and Cairns, P. (2019). Player experience and deceptive expectations of difficulty adaptation in digital games. Entertainment Computing, 29, pp. 56–68. doi:10.1016/j.entcom.2018.12.001.
  7. Power, C., Cairns, P., Denisova, A., Papaioannou, T. and Gultrom, R. (2018). Lost at the Edge of Uncertainty: Measuring Player Uncertainty in Digital Games. International Journal of Human–Computer Interaction pp. 1–13. doi:10.1080/10447318.2018.1507161.

Conference papers and proceedings (9)

  1. Nordin, A.I., Hudson, M., Denisova, A. and Beeston, J. (2018). Perceptions of Telepresence Robot Form.
  2. Power, C., Denisova, A., Papaioannou, T. and Cairns, P. (2017). Measuring uncertainty in games: Design and preliminary validation.
  3. Denisova, A., Guckelsberger, C. and Zendle, D. (2017). Challenge in digital games: Towards developing a measurement tool.
  4. Abd Rahman, M.H., Nordin, A.I. and Denisova, A. (2017). The effect of time manipulation on immersion in digital games.
  5. Denisova, A., Nordin, A.I. and Cairns, P. (2016). The Convergence of Player Experience Questionnaires. the 2016 Annual Symposium 16-19 October.
  6. Denisova, A. and Cairns, P. (2015). Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience. the 2015 Annual Symposium 5-7 October.
  7. Denisova, A. and Cairns, P. (2015). First Person vs. Third Person Perspective in Digital Games. the 33rd Annual ACM Conference 18-23 April.
  8. Denisova, A. and Cairns, P. (2015). The placebo effect in digital games: Phantom perception of adaptive artificial intelligence.
  9. Nordin, A.I., Denisova, A. and Cairns, P. (2014). Too Many Questionnaires: Measuring Player Experience Whilst Playing Digital Games. The Seventh York Doctoral Symposium on Computer Science and Electronics York, United Kingdom.

Journal articles (4)

  1. (2019). Correction. International Journal of Human–Computer Interaction, 35(17), pp. 1653–1653. doi:10.1080/10447318.2019.1653622.
  2. Power, C., Cairns, P., Denisova, A., Papaioannou, T. and Gultom, R. (2019). Lost at the Edge of Uncertainty: Measuring Player Uncertainty in Digital Games. International Journal of Human–Computer Interaction, 35(12), pp. 1033–1045. doi:10.1080/10447318.2018.1507161.
  3. Jones, M., Denisova, A., Mitchell, S. and Owen, T. (2019). Acceptability of a plasticity-focused serious game intervention for posttraumatic stress disorder: User requirements analysis. Journal of Medical Internet Research, 21(4). doi:10.2196/11909.
  4. Denisova, A. and Cairns, P. (2019). Player experience and deceptive expectations of difficulty adaptation in digital games. Entertainment Computing, 29, pp. 56–68. doi:10.1016/j.entcom.2018.12.001.

Other Activities

Editorial activity (4)

  1. CHI'20, Associate Chair (AC) for Games & Play, 2019 – 2020.
  2. CHI Play'19, Program Committee Member, 2019.
  3. CHI Play'18, Program Committee Member, 2018.
  4. CHI Play'17, Spotlight Track Programme Committee Member, 2017.

Online articles (3)

  1. Placebo effect works in video games too. (2015). New Scientist
  2. Placebo effect present in video games, say UK researchers. (2015). Gamasutra
  3. Saying a Game Has 'AI' Makes It Better (Because No One Knows What It Means). (2015). Vice: Motherboard