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Computing and Information Systems - Research Publications
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ItemNo Preview Available"I love all the bits": The Materiality of BoardgamesRogerson, 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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ItemA History of Voice Interaction in GamesAllison, F ; Carter, M ; GIBBS, M (Digital Games Research Association, 2016)
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ItemPlayer Identity Dissonance and Voice Interaction in GamesCarter, 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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ItemWhat can We Learn from Eye Tracking Boardgame Play?Rogerson, MJ ; Smith, W ; Gibbs, MR (ASSOC COMPUTING MACHINERY, 2017)
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ItemUnderstanding eSports in Australia: Players, Fans, RecruitsGibbs, M ; Carter, M ; Witkowski, E (Association of Internet Researchers, 2017-10-19)
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ItemThose LED-Lit Water-Kooled Multi-Screen Streamline BattlestationsGibbs, M ; Carter, M ; Nansen, B (Association of Internet Researchers, 2017-10-19)Battlestations are customized desktop computers, typically devoted to gaming. In this paper we present analysis of the all-time top 50 up-voted battlestations on the /r/battlestations subreddit. Through an examination of these highly commended battlestations and the community criteria defining a “good” battlestation we provide insights into the material culture of computer customization and its significance within an internet gaming sub-culture.
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ItemProxy Users, Use By Proxy: Mapping Forms of Intermediary InteractionNansen, B ; Wilken, R ; Kennedy, J ; Arnold, M ; Carter, M ; Gibbs, M ; Ploderer, B ; Carter, M ; Gibbs, M ; Smith, W ; Vetere, F (ACM, 2015-12-17)
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ItemDigitising Boardgames: Issues and TensionsRogerson, M ; GIBBS, M ; Smith, M (Digtal Games Research Association, 2015)
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ItemHelp Me Keep My Stuff Safe: Designing a Collaborative Online Repository for Young People in CareWebber, S ; GIBBS, M ; Mccarthy, G ; Ploderer, B ; Carter, M ; Gibbs, M ; Smith, W ; Vetere, F (ACM, 2015)
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ItemGood Frustrations: The Paradoxical Pleasure of Fearing Death in DayZAllison, F ; Carter, M ; Gibbs, M ; Ploderer, B ; Carter, M ; Gibbs, M ; Smith, W ; Vetere, F (ACM, 2015)The design of modern digital games has become increasingly oriented towards providing players with positive experiences such as fun and flow, and reducing negative experiences such as frustration and anger. DayZ is one notable exception, where negative experiences are central to its design. When a player is killed in DayZ, they lose their character with all its advancement, often equivalent to weeks of play, which can be an enormously frustrating and demoralising experience. However, the majority of its players view this as a positive and attractive feature, and one of the keys to the game's appeal. In this paper, we draw on 1,704 responses to a player motivations survey to unpack the complex player experience of permanent character death and demonstrate how this moment of negative affect contributes to the positive experience of DayZ more broadly.
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