Computing and Information Systems - Research Publications

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    Synchronizing multi-perspectival data of children's digital play at home
    Mavoa, J ; Nansen, B ; Carter, M ; Gibbs, M (ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD, 2022-07-03)
    Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed views of 6–8 year old children’s digital play with the game Minecraft, on a range of devices and in a range of household configurations. We explain the process undertaken in our own research, highlighting the need for flexibility and a collaborative approach between participants and researchers. We argue that collecting multi-perspectival recordings of digital play provides data that has the potential to greatly aid understanding of digital playworlds.
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    Word Play: A History of Voice Interaction in Digital Games
    Allison, F ; Carter, M ; Gibbs, M (SAGE Publications, 2020)
    The use of voice interaction in digital games has a long and varied history of experimentation but has never achieved sustained, widespread success. In this article, we review the history of voice interaction in digital games from a media archaeology perspective. Through detailed examination of publicly available information, we have identified and classified all games that feature some form of voice interaction and have received a public release. Our analysis shows that the use of voice interaction in digital games has followed a tidal pattern: rising and falling in seven distinct phases in response to new platforms and enabling technologies. We note characteristic differences in the way Japanese and Western game developers have used voice interaction to create different types of relationships between players and in-game characters. Finally, we discuss the implications for game design and scholarship in light of the increasing ubiquity of voice interaction systems.