Computing and Information Systems - Research Publications

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    "I love all the bits": The Materiality of Boardgames
    Rogerson, MJ ; Gibbs, M ; Smith, W (ASSOC COMPUTING MACHINERY, 2016-01-01)
    This paper presents findings from a study of boardgamers which stress the importance of the materiality of modern boardgames. It demonstrates that materiality is one of four significant factors in the player experience of tabletop gaming and describes four domains of materiality in boardgaming settings. Further, building on understanding of non-use in HCI, it presents boardgames as a unique situation of parallel use, in which users simultaneously engage with a single game in both digital and material, non-digital environments.
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    A History of Voice Interaction in Games
    Allison, F ; Carter, M ; GIBBS, M (Digital Games Research Association, 2016)
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    Player Identity Dissonance and Voice Interaction in Games
    Carter, M ; Allison, F ; Downs, J ; Gibbs, M (Association for Computing Machinery, 2015)
    In the past half-decade, advances in voice recognition technology and the proliferation of consumer devices like the Microsoft Kinect have seen a significant rise in the use of voice interaction in games. While the use of player-to-player voice is widespread and well-researched, the use of voice as an input is relatively unexplored. In this paper we make the argument that notions of player and avatar identity are inextricable from the successful implementation of voice interaction in games, and consequently identify opportunities for future research and design.
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    Using internet enabled mobile devices and social networking technologies to promote exercise as an intervention for young first episode psychosis patients
    Killackey, E ; Anda, AL ; Gibbs, M ; Alvarez-Jimenez, M ; Thompson, A ; Sun, P ; Baksheev, GN (BMC, 2011-05-12)
    BACKGROUND: Young people with first episode psychosis are at an increased risk for a range of poor health outcomes. In contrast to the growing body of evidence that suggests that exercise therapy may benefit the physical and mental health of people diagnosed with schizophrenia, there are no studies to date that have sought to extend the use of exercise therapy among patients with first episode psychosis. The aim of the study is to test the feasibility and acceptability of an exercise program that will be delivered via internet enabled mobile devices and social networking technologies among young people with first episode psychosis. METHODS/DESIGN: This study is a qualitative pilot study being conducted at Orygen Youth Health Research Centre in Melbourne, Australia. Participants are young people aged 15-24 who are receiving clinical care at a specialist first episode psychosis treatment centre. Participants will also comprise young people from the general population. The exercise intervention is a 9-week running program, designed to gradually build a person's level of fitness to be able to run 5 kilometres (3 miles) towards the end of the program. The program will be delivered via an internet enabled mobile device. Participants will be asked to post messages about their running experiences on the social networking website, and will also be asked to attend three face-to-face interviews. DISCUSSION: This paper describes the development of a qualitative study to pilot a running program coupled with the use of internet enabled mobile devices among young people with first episode psychosis. If the program is found to be feasible and acceptable to patients, it is hoped that further rigorous evaluations will ultimately lead to the introduction of exercise therapy as part of an evidence-based, multidisciplinary approach in routine clinical care.
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    Digital housekeepers and domestic expertise in the networked home
    Kennedy, J ; Nansen, B ; Arnold, M ; Wilken, R ; Gibbs, M (Sage Publications, 2015-11-01)
    This article examines the distribution of expertise in the performance of ‘digital housekeeping’ required to maintain a networked home. It considers the labours required to maintain a networked home, the forms of digital expertise that are available and valued in digital housekeeping, and ways in which expertise is gendered in distribution amongst household members. As part of this discussion, we consider how digital housekeeping implicitly situates technology work within the home in the role of the ‘housekeeper’, a term that is complicated by gendered sensitivities. Digital housework, like other forms of domestic labour, contributes to identity and self-worth. The concept of housework also affords visibility of the digital housekeeper’s enrolment in the project of maintaining the household. This article therefore asks, what is at stake in the gendered distribution of digital housekeeping?
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    Death and the Internet: Consumer issues for planning and managing digital legacies (2nd edition)
    Nansen, B ; van der Nagel, E ; Kohn, T ; Arnold, M ; Gibbs, M (Australian Communications Consumer Action Network, 2017-12-01)
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    Methodological and ethical concerns associated with digital ethnography in domestic environments: participation burden and burdensome technologies
    Nansen, B ; Wilken, R ; Kennedy, J ; Arnold, M ; Gibbs, M ; Warr, D ; Waycott, J ; Guillemin, M ; Cox, S (Palgrave Macmillan, 2016)
    This chapter reflects on methodological and ethical issues arising in a digital ethnography project conducted in domestic environments. The participatory aims of the methodological approach required participants to produce a series of videos exploring domestic digital environments. The videos were then uploaded using an ethnographic software application. Early in the project it became evident that researchers had limited control over important aspects of the technology, and that the technology itself was having disruptive effects in households. Further, although the study was designed to be engaging and playful for participants, the tasks of producing the videos was perceived by some participants as requiring onerous levels of creativity and digital media literacy. The chapter discusses these methodological and ethical issues, and how they were largely resolved.
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    Researching Death Online
    van Ryn, L ; KOHN, T ; Nansen, B ; Arnold, M ; Gibbs, M ; Hjorth, L ; Horst, H ; Galloway, A ; Bell, G (Routledge, 2017)
    Death now knocks in a digital age. When the time is nigh, whether from natural causes at a ripe age, or from accidents or illness when young, the word goes out through a range of technologies and then various communities gather offline and online. Digital ethnography in this “death” sphere has been growing in form and possibility over the past two decades as various platforms are designed and become occupied with the desires of the living and dying. Online funerals and commemorative activities are now often arranged alongside the perhaps more somber rites of burial or cremation (Boellstorff 2008, 128). Services such as LivesOn promise that we shall be able to “tweet” beyond the grave; members of online communities encounter each other on commemorative online sites where they grieve for a shared friend but never meet each other “in person”; and it is predicted that soon there will be more Facebook profiles of the dead than of the living.
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    Exploring the Digital Hinterland: Internet Practices Surrounding the Pursuit of "Offline" Hobbies
    Rogerson, M ; Gibbs, M ; Smith, M (Association of Internet Researchers, 2017)
    The practice of boardgaming is thoroughly material, with abundant pawns, cubes, cards, dice, tiles and other game components contained within the box. However, this rich material engagement is surrounded by a “digital hinterland” of online practices that sits behind and frames the way that boardgamers experience games and gaming. Although boardgames are, increasingly, playable in digital form, in this paper we focus on the digital practices that surround offline play but are not themselves play. Using the example of BoardGameGeek.com, we demonstrate that these practices provide an environment for knowledge-sharing, collaboration and co-operation in which participants accrue a form of gaming capital. We extend these findings to show that similar practices exist for other offline hobbies, notably reading (Goodreads.com) and yarn crafting (Ravelry.com).
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    What can We Learn from Eye Tracking Boardgame Play?
    Rogerson, MJ ; Smith, W ; Gibbs, MR (ASSOC COMPUTING MACHINERY, 2017)