Publications: Mr Nicholas Ballou
Ballou N
(
2023
)
.
The Basic Needs in Games (BANG) Model of Video Games and Mental Health: Untangling the Positive and Negative Effects of Games with Better Science
.
Zendle D, Flick C, Halgarth D, Ballou N, Cutting J, Drachen A
(
2023
)
.
The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry
.
Journal of Medical Internet Research
vol.
25
,
Ballou N, Deterding S
(
2023
)
.
‘I Just Wanted to Get It Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games
.
Proceedings of the ACM on Human-Computer Interaction
vol.
7
,
(
CHI PLAY
)
217
-
236
.
Zendle D, Flick C, Gordon-Petrovskaya E, Ballou N, Xiao LY, Drachen A
(
2023
)
.
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
.
Nature Human Behaviour
vol.
7
,
(
10
)
1753
-
1766
.
Ballou N
(
2023
)
.
A Manifesto for More Productive Psychological Games Research
.
Games: Research and Practice
vol.
1
,
(
1
)
1
-
26
.
Zendle D, Flick C, Halgarth D, Ballou N, Demediuk S, Drachen A
(
2023
)
.
Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data
.
Scientific Reports
vol.
13
,
(
1
)
Zendle D, Cairns P, Meyer R, Waters S, Ballou N
(
2022
)
.
Response to Xiao et al.: If everything is a loot box, nothing is
.
Addiction
vol.
117
,
(
9
)
2555
-
2556
.
Ballou N, Deterding S, Iacovides I, Helsby L
(
2022
)
.
Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
.
Conference:
CHI Conference on Human Factors in Computing Systems1
-
15
.
Ballou N, Deterding S, Tyack A, Mekler ED, Calvo RA, Peters D, Villalobos-Zúñiga G, Turkay S
(
2022
)
.
Self-Determination Theory in HCI: Shaping a Research Agenda
.
Conference:
CHI Conference on Human Factors in Computing Systems Extended Abstracts1
-
6
.
Ballou N, Zendle D
(
2022
)
.
“Clinically significant distress” in internet gaming disorder: An individual participant meta-analysis
.
Computers in Human Behavior
vol.
129
,
Stewart SLK, Pennington CR, da Silva GR, Ballou N, Butler J, Dienes Z, Jay C, Rossit S et al.
(
2022
)
.
Reforms to improve reproducibility and quality must be coordinated across the research ecosystem: the view from the UKRN Local Network Leads
.
BMC Research Notes
vol.
15
,
(
1
)
Parsons S, Azevedo F, Elsherif MM, Guay S, Shahim ON, Govaart GH, Norris E, O’Mahony A et al.
(
2022
)
.
A community-sourced glossary of open scholarship terms
.
Nature Human Behaviour
Ratcliffe J, Ballou N, Tokarchuk L
(
2021
)
.
Actions, not gestures: contextualising embodied controller interactions in immersive virtual reality
.
Conference:
Proceedings of the 27th ACM Symposium on Virtual Reality Software and Technology1
-
11
.
Vuorre M, Zendle D, Petrovskaya E, Ballou N, Przybylski AK
(
2021
)
.
A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic
.
Technology Mind and Behavior
vol.
2
,
(
4
)
Vuorre M, Zendle D, Petrovskaya E, Ballou N, Przybylski AK
(
2021
)
.
Supplemental Material for A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic
.
Technology Mind and Behavior
vol.
2
,
(
4
)
Ballou N, Breitsohl H, Kao D, Gerling K, Deterding S
(
2021
)
.
Not Very Effective: Validity Issues of the Effectance in Games Scale
.
Conference:
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play55
-
60
.
Ballou N, Van Rooij AJ
(
2021
)
.
The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales
.
R Soc Open Sci
vol.
8
,
(
5
)
201385
-
201385
.
Ballou N, Warriar VR, Deterding S
(
2021
)
.
Are You Open? A Content Analysis of Transparency and Openness Guidelines in HCI Journals
.
Conference:
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems1
-
10
.
Zendle D, Meyer R, Ballou N
(
2020
)
.
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
.
PLoS One
vol.
15
,
(
5
)
e0232780
-
e0232780
.
Zendle D, Meyer R, Cairns P, Waters S, Ballou N
(
2020
)
.
The prevalence of loot boxes in mobile and desktop games
.
Addiction
vol.
115
,
(
9
)
1768
-
1772
.