Carrie Heeter
Professor of Telecommunication, Information Studies, and Media
Creative Director, Virtual University Design and Technology
Michigan State University
heeter@msu.edu
on twitter:
@carriejill (emerging media) and @tc841 (design research)

http://seriousgames.msu.edu/
http://playertypes.org/ (motivation and gaming)
http://vudat.msu.edu  (virtual university)
http:/gel.msu.edu/investigaming.pdf (research on gender and gaming)

I am a member of the GEL Lab (Games for Entertainment and Learning) and Creative Director for Michigan State University's Virtual University Design and Technology group. I am also a Professor in the department of Telecommunication, Information Studies, and Media where I teach foundations of serious games and design research courses and work with amazing students. I live in San Francisco, using communication technologies to "telerelate" with colleagues, students, and friends in Michigan and elsewhere.

Right now I am most interested in...

Current Projects:

Meaningful Play 2010, MSU's international conference on designing and studying games that matter
Deliberative Decision Games (games to encourage thoughtful decision-making about complex socio-scientific topics)
Motivation and Gaming (NSF-funded research)
InvestiGaming (a gateway to research about gender, gaming, and computing for academia, the game industry, and game design educators)

Selected Products:

2006-2008
Headline Clues
exercises advanced verbal and semantic thinking. The games challenge players to solve missing words in a headline.
games are automatically generated, drawing headlines and summaries from any combination of RSS feed URLs.

brain powered games2006-2008

Brain Powered Games From attention and memory to logic and language skills, our games empower each player to play at their ideal level of challenge – just hard enough to grow, but easy enough to be fun. These "good for you" games can be played in as little as 10 minutes. Developed by the Michigan State University Games for Entertainment and Learning (GEL) Lab, each Brain Powered Game is designed to exercise one or more different brain functions. Mix and match the games to enjoy a diverse mental workout

life preservers screen2006-2007
Life Preservers was a National Science Foundation funded learning game created to meet educational, game design, and research goals. The game is designed to teach middle and high school science standards on adaptation and evolution, to appeal to girls, and to accommodate competitive and exploration play styles.

2002-2005
Wonderwalls encourage a sense of wonder. They connect group members (museum field trips, students, youth club members) with one or more moderators (curators, scientists, teachers, guest speakers) and with each other in a persistent, playful, colorful, visual communication space.

2002
Longitudinal Survey Engine
was developed in collaboration with and thanks to support from Jim Anthony and the Michigan State University Department of Epidemiology. Designed for anonymous internet delivery of and research about interactive health-related interventions, LSE is extremely flexible and customizable.

1996
4H Garden Spatial Kids' Tour created a parallel virtual experience that in its own virtual way is as rich in exploration, surprises, learning, and fun as the real children's garden. The kids' tour is an ever expanding project which links to 9 years of professional and student software development. The interface is incredibly dense with a single screen acting as a portal to myriad panoramas, QTVRs garden eCards, garden videos, interactive games and stories, garden vocabulary in American Sign Language, and information for teachers and parents. The project embodies elegant, natural integration of virtual and real worlds.

1999
High School Curriulum on the Death Penalty
The death penalty in the United States has always been a controversial issue and recent developments concerning the death penalty have once again made an appearance in the public sphere. The purpose of this curriculum is to encourage civic participation, critical thinking and the development of research skills among students utilizing a topic of current interest. This Web site and its accompanying materials are designed to assist both teachers and students in an exploration of capital punishment, arguments for and against its use, as well as issues of ethics and justice that surround it. The authors of the curriculum have made every effort to ensure that the educational approach is balanced, respecting the views of all sides in this often-spirited debate.

1997
Michigan 4H Children's Garden Web Site

1996
American Identity Explorer
was developed for Michigan State University and McGraw Hill, The American Identity Explorer: Immigration and Migration is an interactive, multimedia CD-ROM seminar and archive that explores mass migration to and within the U.S. from the 1890s to the 1920s. AIE incorporates over 1500 photos, maps, documents, graphs, works of art, and texts with accompanying faculty comments inot a unique compilation and interactive learning environment. Learners can enter and initiate their own explorations. Accompanied by advanced viewing, searching, note taking, and organizing tools, the collection provides a rich base to explore a variety of issues and topics related to immigration, migration, and American identity.

1993-1996
ASL Browser/Personal Communicator was funded in part by a grant 3 year grant from the U.S. Department of Education. In 1995 the Personal Communicator won Discover Magazine's Software Innovation of the Year Award. The software was originally created using Hypercard. Randy Russell served as lead programmer and Susanna Tellschow was lead artist. As digital video and compression technology improved, we were able to rerecord the ASL signs, expanding the raw number from the original 300 up to beyond 2500 signs. We added English synonyms, increasing the number of English words covered to more than 4500. Brian Winn, working with Carrie and Tim Mallos, redesigned the interface and ported it from Hypercard to Macromedia Director, making it a cross-platform, Mac and Windows product.

1994-1996
Microbe Zoo
was created to help students from age 7 to 107 learn about microbial ecology, the study of microbes in the environment. This project was partially funded by a grant from the National Science Foundation, 1994-1996.


Breast Cancer Lighthouse
CD-ROM and web site were created in the late 1990s to empower women who are newly diagnosed with breast cancer by providing them with a variety of resources to help them understand their cancer and seek effective treatment. Partially funded by the American Cancer Society, this website highlights the personal stories of women who have survived breast cancer and provides medical information on the diagnosis, treatment, and recovery from breast cancer.

1996
Teaching with the Internet for K-12
was the brainchild of Education Professor Patrick Dickson, LETSNet is a dynamic on-line environment where teachers can develop their understandings of and find ways to effectively use the Internet in their classrooms. Teaching resources are organized around classroom teachers' stories, including lesson plans, curriculum standards and guides, pointers to e-mail discussion lists, and many other Internet and Web materials. The stories document teachers' feelings about their successes, lessons learned, and plans for future Internet activities with their students.

1991
VR Research Web CD-ROM presented 5 of my published articles with audio clips from onsite interviews at consumer VR locales and digital video clips demonstrating the interfaces and experiences.

1990
Mission to Mars! was one of the first educational CD-ROMs ever created, this project included facts and perspectives and mission simulations. Added to the second printing of Mission to Mars, the Martian Lifescience Time Machine used an interactive-drama approach to involving kids in debate and experimentation among scientists, once about whether there was life on Mars, from the perspective of 1900, and once about whether there was water on Mars, from a 1980 perspective.  Science was shown as dynamic rather than a fixed set of known facts.

1990
Dow Corning PhotoFile linked a computer database with write-once videodisk technology for storing, searching for and retrieving images.   Corporate license sold to Dow Corning.  The design was intended to be extremely user friendly and uses extensive auditory feedback to situate users.


Publications:

Lee, Y., Heeter, C., Magerko, B., and Medler, B. (in press).  “Gaming Mindsets: Implicit Theories in Serious Game Learning,” Cyberpsychology, Behavior, and Social Networks.

Moser, J., Schroeder, H., Heeter, C., Lee, Y. (in press). "Mind your errors:  Evidence for a neural mechanism linking growth mindset to adaptive post-error adjustments," Psychological Science.

Heeter, C., Lee, Y., Medler, B., and Magerko, B. (2011).  “Beyond Player Types:  Gaming Achievement Goal,” SIGGRAPH, Vancouver, Canada: August.

Heeter, C., Lee, Y., Magerko, B., and Medler, B. (2011).  “Impacts of Forced Serious Game Play on Vulnerable Subgroups,” International Journal of Games and Computer-Mediated Simulations, 3:3.

Heeter, C. and Guenther, B. "From Classmates to Class Community: Assigned and Spontaneous Social Networking," presented at Emerging Technologies for Online Learning International Symposium, San Jose, July, 2011.

Peng, Wei, Lee, Mira, Heeter, C. (2010). "The Effects of a Serious Game on Role-Taking and Willingness to Help," Journal of Communication, 60:4, 723-742.

Magerko, B., Heeter, C., Medler, B. (2010). Tapping into the Hidden Potential of Serious Games: Accommodating Individual Differences. Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions. Van Eck, R., Ed.   IGI Global.

Lee., M., Heeter, C., LaRose, R. (2010). "A modern Cinderella story: a comparison of viewer responses to interactive vs linear narrative in solitary and co-viewing settings," New Media and Society, 12:5, 779-795.

Winn, J., & Heeter, C. (2009) Gaming, gender, and time: Who makes time to play? Sex Roles, 61, 1-13.
http://gel.msu.edu/carrie/publications/sex_roles_jillian.pdf

Heeter, C., Magerko, B, Medler, B., and Fitzgerald, J. 2009. Game Design and the Challenge-Avoiding ‘Validator’ Player Type. International Journal of Gaming and Computer-Mediated Simulations. 1, 3, 53-67.
http://gel.msu.edu/carrie/publications/Jan24-Self-Validator.pdf

Heeter, C., Maniar, A., and Winn, B.  (2009).  Making Sense of Brain Games: A scientific analysis of game design in the brain fitness market. Game Developer’s Conference, San Francisco.
http://seriousgames.msu.edu/gdc2009/gdc2009.pdf

Heeter, C. and Winn, B. (2009).  Meaningful Play.  International Journal of Gaming and Computer-Mediated Simulations, Vol 1., No. 3, July-September.
http://gel.msu.edu/carrie/publications/heeter-meaningfulplay.pdf

Heeter, C., Egidio, R., Mishra,P., Winn, B. and Winn, J. (2009). “Alien Games: Do girls prefer games designed by girls?”, Games and Culture.
http://gel.msu.edu/carrie/publications/aliengames.pdf

Heeter, C., Winn, B. (2008). Implications of Gender, Player Type and Learning Strategies for the Design of Games for Learning. In Beyond Barbie to Mortal Combat: New perspectives on games, gender, and computing. MIT Press, Cambridge, MA.
http://gel.msu.edu/carrie/publications/bbmk-heeter-winn.pdf

Beyond Barbie and Mortal Kombat: New perspectives in games, gender and computing. Yasmin Kafai, Carrie Heeter, Jill Denner, and Jen Sun (eds.). MIT Press, 2008.

Heeter, C. (2008). “Gender Studies and Feminism,” in Perron, B. and Wolf, M., eds., THE VIDEO GAME THEORY READER 2, Routledge, Inc.

Heeter, C. (2008) “Playstyles and Learning Styles,” in Ferdig, Rick, ed., Handbook of Research on Effective Electronic Gaming in Education, IGI Global.
http://gel.msu.edu/carrie/publications/playstyleANDlearninghandbook2008.pdf

Winn, B. and Heeter, C.  (2006/2007) “Resolving Conflicts in Educational Game Design Through Playtesting.”  Innovate 3 (2).   
http://gel.msu.edu/carrie/publications/innovate_playtesting_2007.pdf

Heeter, C. and Winn, B. (2006). Using Player Research to Mediate Battles Between Pedagogy, Learning Content, and Fun, presented at the Serious Games Summit during the Game Developers Annual Conference in San Jose, CA, March 2006.

Heeter, C., B. Winn, and D. Greene. 2005. Theories meet realities: Designing a learning game for girls. Conference Proceedings of the DUX (Designing the User eXperience) conference, San Francisco, November. http://commtechlab.msu.edu/publications/files/dux2005.htm

Heeter, C., Chu, K., Egidio, R. and Mishra, P. "Do Girls Prefer Games Designed by Girls?" to be presented at ICA, June, 2005, New York.

Lee, Sangyeob, Heeter, C., and LaRose, R. " VIEWER RESPONSES TO INTERACTIVE NARRATIVE: A COMPARISION OF INTERACTIVE VERSUS LINEAR VIEWERSHIP IN ALONE AND GROUP SETTINGS" to be presented at ICA, June, 2005, New York.
http://gel.msu.edu/carrie/publications/interactive_narrative_ICA.pdf

Heeter, C., Lownds, N., and Rhodes, B. "Wonderwalls: Playful Peer to Expert and Peer to Peer Collaborative Learning Spaces" SIGGRAPH 2005 Incubators.
http://gel.msu.edu/carrie/publications/wonderwall_siggrph_2005.pdf

Winn, B., Heeter, C., and Dickson, P. What Should Higher Education Learn from Games?" NLLI New Learning Ecologies Conference, San Diego, CA, January, 2004.

Heeter, C., Chu, K., Maniar, A., Mishra, P., and Egidio, R. Comparing 14 Forms of Fun (and Learning and Gender Issues) In Commercial Versus Educational Space Exploration Digital Games, International Conference on Digital Games Research conference, Netherlands, November, 2003.
http://gel.msu.edu/carrie/publications/forms_of_fun.pdf

Heeter, C. Girls as Space Game Designers: Extreme baseline research, Designing for User Experience conference, San Francisco, June, 2003.
http://gel.msu.edu/carrie/publications/DUX_heeter.pdf

Heeter, C. Reflections on Real Presence by a Virtual Person, Presence: Teleoperators & Virtual Environments August 2003, Vol. 12, No. 4: 335-345.

Heeter, C. and Lownds, N. Design Discussion, Professional Interaction Design Portfolio Panel, International CHI Conference, April, 2002 (Computer-Human Interaction), Minneapolis.

Heeter, C., Gregg, J., Climo, J., Biocca, F., Dekker, D. Telewindows: Case Studies in Asymmetrical Social Presence
This chapter will appear in the 2002 EMERGING COMMUNICATION BOOK SERIES Volume 4 Being There: Concepts, Effects and Measurement of User Presence in Synthetic Environments, Editors-in-chief: Giuseppe Riva, Ph.D. and Fabrizio Davide, Ph.D.

Heeter, C., Gregg, J., Climo, J., Biocca, F., Dekker, D. TeleWindows: Changing the Social Fabric of Life for Homebound Elderly (report)

Heeter, C. A Justification for Being Virtual, June 2001

Heeter, C. and Chen, J. The Color of eCommerce, September 2001
Paper presented at the Experiential ECommerce conference in East Lansing, MI.

Heeter, C. Reflections on Real Presence by a Virtual Person, June 2001 keynote speech delivered at the Fourth International Workshop on Presence, May, 2001; Proceedings of the Fourth International Workshop on Presence.

Heeter, C. Interactivity in the Context of Designed Experiences, Journal of Interactive Advertising, Volume 1, Number 1, Fall 2000.

Heeter, C. Technology-Enhanced Learning Update,International Communication Association Conference, May 2000.

Heeter, C. Aspects of Presence in Telerelating, Journal of Cyberpsychology and Behavior, 2:225-325, 1999.

Heeter, C. Technology-Enhanced Learning, Internet 2 Sociotechnical Summit, September, 1999.

Heeter, C. Telerelating: An overview, presented at the Internet2 Sociotechnical Summit Planning Meeting, 12/7/98.

Heeter, C. West Portal Reports: early (1997) experiences with telerelating from San Francisco.

Winn, B., Heeter, C., and Kurtz, A. Tools for Thought. White paper about the Immigration Explorer CTL Project prepared for Apple Computer and Adobe, 1996.

Heeter, C., Rampoldi, L., and Winn, B. . Recall and Mental Models:Designing a User Interface to effect memory unpublished report, 1996.

Winn, B. and Heeter, C. "Pathways to Learning: A knowledge encoding and retrieval tool." Master's Thesis. Michigan State University, 1995.

Heeter, C. Communication Research on Consumer VR, in "Communication in the Age of Virtual Reality", edited by Frank Biocca and Mark Levy, 1994.

Heeter, C. Gender Differences and VR: A Non-User Survey of What Women Want, Virtual Reality World,March, 1994.

Heeter, C. Why Play (VR) Games? Virtual Reality Special Report, March, 1994.

Heeter, C. The Thin Line: Hypermedia meets Virtual Reality, ACM Education Technology Review. Winter, 1993.

Heeter, C. Real hands, virtual worlds, Proceedings of the Virtual Realities Systems Convention, fall, 1993.

Heeter, C. BattleTech Masters: Emergence of the First U.S. Virtual Reality SubCulture, Multimedia Review, Winter, 1993.

Heeter, C. Being There: The Subjective Experience of Presence, Presence: Teleoperators and Virtual Environments, MIT Press, fall, 1992.

Heeter, C. and Gomes, P. It's Time for Hypermedia to Move to Talking Pictures, Journal of Educational Multimedia and Hypermedia, winter, 1992.

Heeter, C. The Look and Feel of Direct Manipulation, HYPERNEXUS: Journal of Hypermedia and Multimedia Studies, Fall, 1991.

Dickson, P., Heeter, C. , Rosenberg, M., Gomes, P. and Artzi, I. Exploratory Multimedia Environments, in Proceedings of the 1990 NATO Advanced Studies Institute, in press.

Straubhaar, J., Heeter, C., and Greenberg, B. "Mass Media Effects Across Cultures," International and Intercultural Communication Annual, Vol 16, 1991.

Heeter, C. Implications of Interactivity for Communication Research. In J. Salvaggio, & J. Bryant (Eds.) Media Use in the Information Age: Emerging Patterns of Adoption and Consumer Use, Lawrence Erlbaum Associates, 1989.

Heeter, C., Brown, N., Soffin, S., Salwen, M., and Stanley, C. "Agenda-Setting Impacts of Electronic Text News," Journalism Quarterly, summer, 1989.

Heeter, C. and Greenberg, B. Cableviewing, Ablex Press, 1988.

Heeter, C. Classifying Mediated Communication Systems. In J. Anderson (Ed.) Communication Yearbook, Volume 12, Sage, 1988.

Wagner, V., Bianchi, M. and Heeter, C. "A Local Program for Assessing and Managing Exposure Risk to Hazardous Chemicals," Environmental Toxicology and Chemistry, 1988.

Fico, F., Heeter, C., Soffin, S. and Stanley, C. "New Wave Gatekeeping: Applying the Index Attributes of Electronic Text to Print," Communication Research, 1988.

Heeter, C., Atwater, T., Baldwin, T. and Stanley, C. "Videotex: Creating and Examining Experienced Users," Telematics and Informatics, 1987.