I came to MSU as a freshman in 1974. My academic degrees include a Ph.D. in Mass Media (1986) and a BA in Communication (1982), both from Michigan State University. I was founding director of the Communication Technology Laboratory (1980 to 2005) which has transformed into the thriving GEL Lab (Games for Entertainment and Learning) lead by Brian Winn. For the last 17 years I have lived in San Francisco and continued in my role as full time professor for MSU, using a wide range of technologies to “telerelate,” teach, and collaborate with my colleagues and students in Michigan and around the world. I design and study technology-enhanced experiences. I have designed and directed development of more than 50 interactive experiences including meditations, learning and cognitive games and other technology-enhanced learning experiences, interactive learning systems, and patient empowerment software. I have published more than 100 books, chapters, articles, and proceedings about individual and social impacts of interactive technology, gender and gaming, and playstyles and player types. Right now I am most interested in Innovative applications of technology for delivering and studying meditation experiences. One focus is on outcome-based meditation (including specific productivity, well-being, and health outcomes). I am also exploring the idea of meditation as meaningful play, including ways of combining meditation and gaming as well as transmedia meditation.
Roles & Responsibilities
I am a Professor in the department of Media and Information at Michigan State University where I teach foundations of serious games and human-centered experience design courses and work with amazing students. I am also Director of MSU’s fully online graduate certificate in serious games.
Awards, Honors and Recognitions
My interactive projects have won at least 50 awards over the years. Two are most notable.
Most Innovative Game Meaningful Play conference October 2012
DNA Roulette was awarded most innovative game at the international Meaningful Play conference. genetics.thetech.org/online-exhibits/dna-roulette
Software Innovation of the Year Award Discover Magazine January 1995
The Personal Communicator CD-ROM brought American Sign Language (ASL) communication capabilities to the desktop and notebook computer, one of the first applications to use a large database of QuickTime movies (signs) strung together in real time along with speech synthesis to “sign and speak” any English text. The Web Site provided an online ASL browser offering video of thousands of ASL signs. Funded by the National Department of Education
Graduate Fellow, National Science Foundation
National Merit Scholar
TC841: Understanding Users; TC830: Foundations of Serious Games
Key Research Interest
Applications and effects of cybermeditation; cybermeditation for health and well-being; cybermeditation as meaningful play, mechanisms of meditation.
Top 3-5 Publications
Carrie Heeter, J.D. Yaske, Barry Starr. Adapted roulette game mechanics convey an intuitive sense of what can be known about personal risk for disease conditions, traits, or drug response based on genetic testing, and how much chance and the environment play a role. Added as a permanent online exhibit to the San Jose Tech Museum of Innovation’s Understanding Genetics web site.
Possibly the world’s first transmedia meditation. This meditation app is designed to help you connect with the presence and qualities of your favorite wizard. Mind-Body Therapist Marcel Allbritton guides you through steps involving breath and gentle motion, to relax your body and calm your mind. Then you connect with the qualities of your favorite wizard. The meditation design is grounded in the tradition of yoga therapy and yoga for healing, and delivered via a custom framework.
Heeter, C. (1989). “Implications of New Interactive Technologies for Conceptualizing Communication.” In Salvaggio, J and Bryant, J. (eds.) Media Use in the Information Age: Emerging Patterns of Adoption and Consumer Use. Lawrence Erlbaum Associates, pp.217-235
Heeter, C. Being there: The subjective experience of presence. (1992). Presence: Teleoperators and Virtual Environments 01/1992; 1:262–271.
Lee, Yu-Hao, Heeter, C., Medler, B., and Magerko, B. (2011). Gaming mindsets: implicit theories in serious game learning. Cyberpsychology, Behavior, and Social Networking 15(4):190-4.
Most Innovative Game Award (2012) Meaningful Play Conference:
NSF grant (#0943064: Motivation and Serious Gaming)
Watch Carrie’s interview.