Interaction and outeraction: instant messaging in action
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Capturing knowledge of user preferences: ontologies in recommender systems
Proceedings of the 1st international conference on Knowledge capture
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Predicting human interruptibility with sensors: a Wizard of Oz feasibility study
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using the Experience Sampling Method to Evaluate Ubicomp Applications
IEEE Pervasive Computing
How push-to-talk makes talk less pushy
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Temporal trajectories in shared interactive narratives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Intelligibility and accountability: human considerations in context-aware systems
Human-Computer Interaction
Studying and tackling temporal challenges in mobile HCI
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Research in interactive drama environments, role-play and story-telling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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We investigate the prediction of player engagement to address temporal issues arising from the long-term character of pervasive experiences such as interruptibility, mutual player state awareness, disengagement and synchronization on re-engagement. We introduce a model that operationalizes engagement in terms of the elapsed and response time in game messages. We designed and conducted an experiment based on the experience-sampling method to evaluate our model on the basis of a long-term SMS-based game called Day of the Figurines. Statistical analysis supports the hypothesis that player engagement can be predicted by the continuous data properties elapsed time and response time. Our findings point towards further research towards the adaptation of pervasive experiences to the player's temporal context.