Computing and Information Systems - Research Publications

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    The disposition of the destitute
    Arnold, M ; Nansen, B ; Kohn, T ; Gibbs, M ; Harewood Gould, H (Council to Homeless Persons, 2019)
    The final disposition is a term used by people in the funeral industry to refer to the burial or cremation of a dead person. The final disposition is a profoundly important event, not simply a pragmatic or material process, and its significance is expressed through ritualised performances. The disposition and its rituals are shared and communal, involving ceremonies attended by the deceased’s family, friends, and community, whilst less indirectly the disposition is shared by wider social norms and values around the proper treatment of the deceased body. Although the disposition is common to us all, then, it is also a personalised event in which the particularity of the life lived is recognised. Similarly, the place of interment, whether body or ashes, is named and marked to recognise the individual life of the deceased. Places of interment are thus not only identified, but are also accessible to family, friends and community, for the purpose of ongoing visitation and remembrance.
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    ‘Death by Twitter’: Understanding false death announcements on social media and the performance of platform cultural capital
    Nansen, B ; O'Donnell, D ; Arnold, M ; Kohn, T ; Gibbs, M (University of Illinois Libraries, 2019)
    In this paper, we analyse false death announcements of public figures on social media and public responses to them. The analysis draws from a range of public sources to collect and categorise the volume of false death announcements on Twitter and undertakes a case study analysis of representative examples. We classify false death announcements according to five overarching types: accidental; misreported; misunderstood; hacked; and hoaxed. We identify patterns of user responses, which cycle through the sharing of the news, to personal grief, to a sense of uncertainty or disbelief. But we also identify more critical and cultural responses to such death announcements in relation to misinformation and the quality of digital news, or cultures of hoax and disinformation on social media. Here we see the performance of online identity through a form that we describe, following Bourdieu as ‘platform cultural capital’.
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    Cooperating to compete: The mutuality of cooperation and competition in boardgame play
    Rogerson, MJ ; Gibbs, MR ; Smith, W (Association for Computing Machinery (ACM), 2018-04-20)
    This paper examines the complex relationship between competition and cooperation in boardgame play. We understand boardgaming as distributed cognition, where people work together in a shared activity to accomplish the game. Although players typically compete against each other, this competition is only possible through ongoing cooperation to negotiate, enact and maintain the rules of play. In this paper, we report on a study of people playing modern boardgames. We analyse how knowledge of the game's state is distributed amongst the players and the game components, and examine the different forms of cooperation and collaboration that occur during play. Further, we show how players use the material elements of the game to support articulation work and to improve their awareness and understanding of the game's state. Our goal is to examine the coordinative practices that the players use during play and explicate the ways in which these enable competition.
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    "Adapt or Die": The funeral trade show as a site of institutional anxiety
    Van Ryn, L ; Nansen, B ; Gibbs, M ; Kohn, T ; Gibbs, M ; Nansen, B ; van Ryn, L (Routledge, 2019-06-11)
    Funeral directors shot themselves in the foot over cremation, and cemeteries got splattered with the blood.
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    Finding Time for Tabletop: Board Game Play and Parenting
    Rogerson, MJ ; Gibbs, M (SAGE PUBLICATIONS INC, 2018)
    Hobby board gaming is a serious leisure pastime that entails large commitments of time and energy. When serious hobby board gamers become parents, their opportunities for engaging in the pastime are constrained by their new family responsibilities. Based on an ethnographic study of serious hobby board gamers, we investigate how play is constrained by parenting and how serious board gamers with these responsibilities create opportunities to continue to play board games by negotiating the context, time, location, and medium of play. We also examine how these changes influence the enjoyment players derive from board games across the key dimensions of sociality, intellectual challenge, variety, and materiality.
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    Frame analysis of voice interaction gameplay
    Allison, F ; Newn, J ; Smith, W ; Carter, M ; Gibbs, M (ACM, 2019-05-02)
    Voice control is an increasingly common feature of digital games, but the experience of playing with voice control is often hampered by feelings of embarrassment and dissonance. Past research has recognised these tensions, but has not offered a general model of how they arise and how players respond to them. In this study, we use Erving Goffman’s frame analysis [16], as adapted to the study of games by Conway and Trevillian [9], to understand the social experience of playing games by voice. Based on 24 interviews with participants who played voice-controlled games in a social setting, we put forward a frame analytic model of gameplay as a social event, along with seven themes that describe how voice interaction enhances or disrupts the player experience. Our results demonstrate the utility of frame analysis for understanding social dissonance in voice interaction gameplay, and point to practical considerations for designers to improve engagement with voice-controlled games.
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    Design Patterns for Voice Interaction in Games
    Allison, F ; Carter, M ; Gibbs, M ; Smith, W (ASSOC COMPUTING MACHINERY, 2018)
    Voice interaction is increasingly common in digital games, but it remains a notoriously difficult modality to design a satisfying experience for. This is partly due to limitations of speech recognition technology, and partly due to the inherent awkwardness we feel when performing some voice actions. We present a pattern language for voice interaction elements in games, to help game makers explore and describe common approaches to this design challenge. We define 25 design patterns, based on a survey of 449 videogames and 22 audiogames that use the player’s voice as an input to affect the game state. The patterns express how games frame and structure voice input, and how voice input is used for selection, navigation, control and performance actions. Finally, we argue that academic research has been overly concentrated on a single one of these design patterns, due to an instrumental research focus and a lack of interest in the fictive dimension of videogames.
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    Apathetic villagers and the trolls who love them: Player amorality in online multiplayer games
    Sparrow, L ; Gibbs, M ; Arnold, M (ACM, 2019-12-02)
    Players are sometimes understood to hold an 'amoral' stance in games, morally disengaging from game content and in-game player behaviours because 'it's just a game'. This amorality is often seen as problematic and in need of refuting or amendment, particularly if we wish to encourage more ethical play online. However, few studies have approached a theory of player amorality from the player's perspective in multiplayer games. This study aims to address this gap by conducting 20 in-depth interviews with a wide range of multiplayer game-players, exploring players' ethical views towards problematic or disruptive in-game behaviours. Preliminary results show that while players do exhibit a certain amorality regarding in-game actions, players express, justify and explain this amorality in a variety of considered ways that go beyond notions of 'it's just a game' and the 'sociopathic griefer', and step outside the framework of moral disengagement. This paper puts forward a preliminary framework of player amorality termed 'Apathetic Villager Theory', encapsulated by six key attitudes/themes that highlight the nuances involved in the (un)ethical standpoints of a range of players. It is hoped that this framework will be useful in approaching and responding to player amorality in a way that gives due recognition of the various voices and understandings involved in multiplayer digital gameplay.
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    Esports Spectatorship in Australia
    Gibbs, M ; Carter, M ; Cumming, D ; Fordyce, R ; Witkowski, E (Networked Society Institute, 2018)
    Esports – the organised, professional and spectated play of competitive digital games – has evolved into a massive global industry in the past decade. Boasting significant market value and broad global audience reach, esports is driven by modern highspeed internet infrastructure and live-streaming platforms like Twitch.tv. However, esports has yet to take hold as an industry in Australia, largely due to geographical isolation from major esports regions compounded by Australia’s traditionally lacklustre network infrastructure. Although the esports industry relies on various revenue streams, sponsorship and advertising deals provide the industry’s main source of funding. Teams, tournaments and esports organisations of various sizes are sponsored by major international companies like Intel, Samsung and Mercedes-Benz. This is unsurprising considering the global reach of esports. According to the ‘market intelligence’ firm Newzoo (2017), the esports audience in 2017 is estimated to be 385 million, with rough half of those being ‘enthusiasts’ and the other half ‘occasional viewers’. Furthermore, they estimate that the esports industry generated roughly US $696 million in revenue through ticket sales, media rights, game publisher fees, advertising and merchandise, sponsorship, media rights, in-game microtransactions, and betting in 2017. Newzoo estimates this amount to grow to US $906 million in 2018. Revenue growth for the esports industry has been significant, with current estimates pointing to a year-over-year growth of 41% in 2017, of which US$517 million is in advertising, sponsorship, and media rights (Newzoo 2017). While global industry reports are optimistic about the future of esports, the Australian esports scene is limited in comparison to overseas markets. In this report, we start by approximating the size of the esports market in Australia by comparing publicly available statistics and collecting a list of major global and Australian esports events. Secondly, we provide an overview of key Australian esports titles, explaining how they’re played as esports and their place within the Australian esports landscape. Thirdly, we explore the practice of spectating esports and discuss motivations behind esports spectatorship. We then present a preliminary study consisting of 18 semi-structured interviews with esports spectators regarding their engagement with and consumption of esports content. From our findings, we identify and detail three salient categories of non-exclusive esports spectator types: players, fans and recruits. We conclude with a summary of key changes in the Australia esports landscape during 2018 and important upcoming developments.