Toward improving female retention in the computer science major
Communications of the ACM
Social net: using patterns of physical proximity over time to infer shared interests
CHI '02 Extended Abstracts on Human Factors in Computing Systems
UniCast, OutCast & GroupCast: Three Steps Toward Ubiquitous, Peripheral Displays
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Augmenting the social space of an academic conference
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Journal of Computing Sciences in Colleges
eMUSE - integrating web 2.0 tools in a social learning environment
ICWL'11 Proceedings of the 10th international conference on Advances in Web-Based Learning
Table tilt: making friends fast
Proceedings of the International Conference on the Foundations of Digital Games
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One of the primary goals of attending academic conferences is professional networking, yet even though this interaction can increase one's feeling of community within a field, conference attendees are not interacting as much as they could be. Similarly, it's known that students who do not feel as if they are part of a larger academic community are less likely to participate in extracurricular activities and organizations, lowering retention rates. To combat both of these problems, we present SNAG (Social Networking and Games). SNAG is a suite of mobile and Internet games which aim to facilitate social networking between members of a group, and can be used in either a conference setting or within a university. This paper focuses on one specific game, Snag'em, and discusses our evaluation for our SNAG games.