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Research

Publications: Mr Nicholas Ballou

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 )
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 ( 2022 ) . ‘I Just Wanted to Get it Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games .
Ballou N ( 2022 ) . A Manifesto for More Productive Psychological Games Research .
Zendle D, Flick C, Hargarth D, Ballou N, Cutting J, Drachen A ( 2022 ) . Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime .
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 on Human Factors in Computing Systems - Proceedings .
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 on Human Factors in Computing Systems - Proceedings .
Ballou N, Zendle D ( 2022 ) . “Clinically significant distress” in internet gaming disorder: An individual participant meta-analysis . Computers in Human Behavior vol. 129 ,
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 .
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 . Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST .
Stewart S, Pennington CR, Silva G, Ballou N, Butler J, Dienes Z, Jay C, Rossit S et al. ( 2021 ) . Reforms to improve reproducibility and quality must be coordinated across the research ecosystem: The view from the UKRN Local Network Leads .
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 . CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play . 55 - 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 on Human Factors in Computing Systems - Proceedings .
Vuorre M, Zendle D, Petrovskaya E, Ballou N, Przybylski A ( 2021 ) . A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic .
Ballou N, Gbadamosi C, Zendle D ( 2020 ) . The hidden intricacy of loot box design: A granular description of random monetized reward features .
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 .
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 .