Research

My drive is to understand what lies at the core of human behavior and how games and technology can contribute to optimal functioning and growth. Below is the overarching framework I operate on.

Also below is a selected list of my publications. Please do not hesitate to contact me for any questions regarding the publications or potential collaborations. You can find the full text versions of these in my ResearchGate.

Journal Articles

Kosa, M., & Uysal, A. (2024). Exploration of Novelty as Part of the Player Experience of Need Satisfaction in Games. Interacting with Computers. https://doi.org/10.1093/iwc/iwae006

Kosa, M., & Johnson-Glenberg, M. C. (2023). The Additive Effects of Interactivity, Immersion, and Eudaimonia for Stress Reduction and Mood Management: A Randomized Controlled Study on Games and Virtual Reality. Psychology of Popular Media. Advance online publication. https://doi.org/10.1037/ppm0000512

Kosa, M., Uysal, A., & Eren, P. E. (2023). Acceptance of Virtual Reality Games: A Multi-theory Approach. In Research Anthology on Game Design, Development, Usage, and Social Impact (pp. 31-61).

Kari, T., & Kosa, M. (2023). Acceptance and Use of Virtual Reality Games: An Extension of HMSAM. Virtual Reality, 1-21.

Johnson-Glenberg, M. C., Kosa, M., & O'Rourke, H. P. (2023). STEM Learning, Science Identity and Immersivity: Giant Screen Films Comparing 2D, 3D, and Dome Formats Including a Videogame Assessment. In Frontiers in Education (Vol. 7, p. 1096889). Frontiers Media SA.

Say, B., Altunel, H., Kosa, M., & Koca-Atabey, M. (2023). Evaluation of an Industrial Case of Gamification in Software Quality Improvement. International Journal of Serious Games, 10(3), 23-42.

Kosa, M., & Uysal, A. (2022). Need Frustration in Online Video Games. Behaviour & Information Technology, 41(11), 2415-2426.

Kosa, M., & Uysal, A. (2022). Effects of Presence and Physical Activity on Player Well-being in Augmented Reality Games: A Diary Study. International Journal of Human–Computer Interaction, 38(1), 93-101.

Kosa, M., & Uysal, A. (2021). The Role of Need Satisfaction in Explaining Intentions to Purchase and Play in Pokémon Go and the Moderating Role of Prior Experience. Psychology of Popular Media, 10(2), 187.

DiBenigno, M., Kosa, M., & Johnson-Glenberg, M. C. (2021). Flow Immersive: A Multiuser, Multidimensional, Multiplatform Interactive Covid-19 Data Visualization Tool. Frontiers in Psychology, 1782.

Kosa, M., & Yilmaz, M. (2017). The Design Process of a Board Game for Exploring the Territories of the United States. Press Start, 4(1), 36-52.

Kosa, M., Yilmaz, M., O'Connor, R., & Clarke, P. (2016). Software Engineering Education and Games: A Systematic Literature Review. Journal of Universal Computer Science, 22(12), 1558-1574.

Conference Proceedings

Kosa, M., & Bowman, N. D. (2023). Replication and Extension of Video Game Demand Scale with a Turkish-Speaking Gamer Population. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (pp. 1-11).

Wilson, N. C., Kosa, M., Harteveld, C., Moghaddam, M., & Jona, K. (2023). Exploring Extended Reality for Scaffolding Psychomotor-Intensive Tasks in Complex Real-World Settings. In Proceedings of the 17th International Conference of the Learning Sciences-ICLS 2023 (pp. 2077-2078). International Society of the Learning Sciences.

Kosa, M., & Spronck, P. (2022). An Exploratory Study on the Purchase Intentions of Modern Board Games. In Proceedings of the 17th International Conference on the Foundations of Digital Games (pp. 1-5).

Johnson-Glenberg, M. C., Kosa, M., Balanzat, D., Zavala, R. N., Xavier, A., Rayan, J. A., Taylor, H., Bartolomea, H., & Kapadia, A. (2021). COVIDCampus Game: Making Safer Choices. In 7th International Conference of the Immersive Learning Research Network (iLRN) (pp. 1-8). IEEE.

Mavromoustakos-Blom, P., Kosa, M., Bakkes, S., & Spronck, P. (2021). Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone. In Proceedings of the 16th International Conference on the Foundations of Digital Games (pp. 1-5).

Kosa, M., & Spronck, P. (2019). Towards a Tabletop Gaming Motivations Inventory (TGMI). In Videogame Sciences and Arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings 11 (pp. 59-71). Springer International Publishing.

Kosa, M., & Spronck, P. (2018). What Tabletop Players Think about Augmented Tabletop Games: A Content Analysis. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-8).

Kosa, M., & Uysal, A. (2018). Does Mindfulness Affect Wellbeing and Physical Activity Levels of Pervasive Game Players? The Case of Ingress. In 2018 IEEE Games, Entertainment, Media Conference (GEM) (pp. 1-9). IEEE.

Kosa, M., & Uysal, A. (2017). Trait Mindfulness and Player Experience. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 463-470).

Kosa, M. (2016). Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 10-13).

Kosa, M., & Yilmaz, M. (2015). Designing Games for Improving the Software Development Process. In Systems, Software and Services Process Improvement: 22nd European Conference, EuroSPI 2015, Ankara, Turkey, September 30--October 2, 2015. Proceedings 22 (pp. 303-310). Springer International Publishing.

Book Chapters

Kosa, M., & Uysal, A. (2020). Four Pillars of Healthy Escapism in Games: Emotion regulation, Mood Management, Coping, and Recovery. Game user experience and player-centered design, 63-76.

Kosa, M., Uysal, A. (2018). Mindfulness, Virtual Reality, and Video Games. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham.