Hi there, I'm Nisha! I research how video games can change lives for the better. I received my B.S. from MIT and wrote software in the gaming industry for two years. Currently, I'm doing my PhD in human-computer interaction at the University of Washington and a graduate researcher at foundry10.
I am a player-computer interaction researcher who focuses on supporting eudaimonic gaming experiences in everyday play. Eudaimonic gaming experiences facilitate personal growth, perspective changes, and connection with others, especially for adolescent players. I am particularly interested in how we can scaffold everyday play through custom overlays and tools that support higher-order reflection, and primarily conduct my research through building and deploying such tools.
I am a PhD candidate at the University of Washington, co-advised by Dr. Julie Kientz (Human Centered Design & Engineering) and Dr. Jin Ha Lee (Information School). I was formerly an undergraduate researcher at the MIT Media Lab (supervised by Dr. Safinah Ali and advised by Dr. Cynthia Breazeal), where I researched social robots as creativity support tools for children and helped develop foundational curricula for AI literacy.
I am also a graduate researcher at foundry10, where I conduct research and create programs for play-based learning initiatives with local youth and community partners.
A Systematic Review of Narrative Game-Based Interventions.
Devasia N., Espinosa-Briones J., & Kientz J.A. (2026).
ACM Transactions on Computing for Healthcare
‘I Would Not Be This Version of Myself Today’: Elaborating on the Effects of Eudaimonic Gaming Experiences.
Devasia N., Kenderova G., Newman M., Kientz J., & Lee J.H. (2025).
Proceedings of the ACM on Human-Computer Interaction, 9(6)
The role of narrative in misinformation games.
Devasia N. & Lee J.H. (2024).
Harvard Kennedy School (HKS) Misinformation Review, 5(5)
Partnership through Play: Investigating How Long-Distance Couples Use Digital Games to Facilitate Intimacy.
Devasia N., Rodriguez A., Tuttle L., & Kientz J. (2025).
Proceedings of the 2025 Designing Interactive Systems Conference (DIS '25)
Does the Story Matter? Applying Narrative Theory to an Educational Misinformation Escape Room Game.
Devasia N., Zhao R., & Lee J.H. (2025).
Proceedings of the 2025 Annual Symposium on Computer-Human Interaction (CHI '25)
Escape!Bot: Social Robots as Creative Problem-Solving Partners.
Ali S. & Devasia N., Breazeal C. (2022).
Honorable Mention Award at Proceedings of the 14th Conference on Creativity and Cognition (C&C ’22)
“I Am Your Living Legacy”: Readings from a Lifelong Journey with Final Fantasy VII.
Devasia N.
Published in Well Played: Well Read Games, 15(1)., Play Story Press. (2025).
Domesticating Bliss: Facilitating Long Distance Relationships Through Virtual Play.
Devasia N.
Chapter for The Psychgeist of Pop Culture: Stardew Valley, Play Story Press. (2025).
What are we talking about when we talk about escapism?
Devasia N. (2025).
Accepted to workshop: Exploring Future Directions for Healthy Escapism in Games (CHI PLAY '25)
Escape!Bot: Child-Robot Interaction to Promote Creative Expression During Gameplay.
Devasia N., Ali S., & Breazeal C. (2020).
Extended Abstracts of CHI PLAY '20
Fell in love with a world that wasn’t my own, and embarked on a lifelong journey to learn everything I could about video games.
Achieved professional fluency in Japanese, mostly to play Final Fantasy 7 as it was originally written. Studied abroad a few times and literally overdosed on green tea.
Carved out a video game shaped niche for myself professionally. Lived in a bunker where I used my first power tools, stayed up too late every night, and made lifelong friends.
Worked on my first ever mobile game. Created more paper prototypes than I can count, and shipped my first features. Played way too much Pokemon Go.
Got decent at Unity, web dev, and being a real researcher. Researched and designed playful interactive experiences with the most empowering and inspirational group of people.
Got my first taste of the game industry, and got way too into God of War. Figured out how to manage my own memory in C++. Checked working for PlayStation off my bucket list.
Battled impostor syndrome while hammering out improvements to the internet's premier streaming platform. Forced my friends to watch me stream.
Researching the ways in which games can be a positive force for education and wellness.
Researching how to effectively deploy games as educational tools in schools, libraries, and community centers around Seattle.
Funded by the ASPIRE-MWI grant to study how supporting in-game reflection may positively affect well-being.