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- research-articleMay 2019
Frame Analysis of Voice Interaction Gameplay
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsMay 2019, Paper No.: 393, Pages 1–14https://doi.org/10.1145/3290605.3300623Voice 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 ...
- research-articleOctober 2018
Design Patterns for Voice Interaction in Games
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in PlayOctober 2018, Pages 5–17https://doi.org/10.1145/3242671.3242712Voice 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 ...
- research-articleOctober 2017
Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play
CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayOctober 2017, Pages 171–181https://doi.org/10.1145/3116595.3116638Parent perceptions of game play have a crucial role in forming the context in which children engage with digital games. However, little empirical information is known about these perceptions. The current study addresses this gap by describing a detailed ...
- short-paperDecember 2015
Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ
OzCHI '15: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human InteractionDecember 2015, Pages 119–123https://doi.org/10.1145/2838739.2838810The 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 ...
- short-paperDecember 2015
Proxy Users, Use By Proxy: Mapping Forms of Intermediary Interaction
OzCHI '15: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human InteractionDecember 2015, Pages 294–298https://doi.org/10.1145/2838739.2838789Within Human-Computer Interaction and Internet Studies there is a growing interest in non-users, which articulates the increasingly diverse modes of digital media engagement that slip between established categories of user/non-user, online/offline and ...
- noteOctober 2015
Player Identity Dissonance and Voice Interaction in Games
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in PlayOctober 2015, Pages 265–269https://doi.org/10.1145/2793107.2793144In 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 ...
- articleMay 2015
Voice in Virtual Worlds: The Design, Use, and Influence of Voice Chat in Online Play
Human-Computer Interaction (HUMCI), Volume 30, Issue 3-42015, Pages 336–365https://doi.org/10.1080/07370024.2014.987346Communication is a critical aspect of any collaborative system. In online multiplayer games and virtual worlds it is especially complex. Users are present over long periods, require both synchronous and asynchronous communication, and may prefer to be ...
- research-articleOctober 2014
Paradigms of games research in HCI: a review of 10 years of research at CHI
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playOctober 2014, Pages 27–36https://doi.org/10.1145/2658537.2658708In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their ...
- research-articleOctober 2014
Screen ecologies, multi-gaming and designing for different registers of engagement
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playOctober 2014, Pages 37–46https://doi.org/10.1145/2658537.2658686In this paper, we propose the notion of screen ecologies and argue for its importance in the study of contemporary digital game play. We draw on findings from a range of studies to highlight the interplay between screen ecologies, game design, and ...
- research-articleSeptember 2013
Death and dying in DayZ
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and DeathSeptember 2013, Article No.: 22, Pages 1–6https://doi.org/10.1145/2513002.2513013Avatar death is essentially universal in combat games, and ubiquitous in all other genres; death of a player's materialization in the game space is used to identify the player's failure and temporary removal from play. Yet the possibilities for creating ...
- research-articleNovember 2012
"Friendly, don't shoot!": how communication design can enable novel social interactions
OzCHI '12: Proceedings of the 24th Australian Computer-Human Interaction ConferenceNovember 2012, Pages 72–75https://doi.org/10.1145/2414536.2414548The ability to communicate by voice in multiplayer networked virtual worlds has become almost ubiquitous over the past decade. Yet the possibilities for creating interesting social dynamics and game play experiences through the design and configuration ...
- research-articleNovember 2012
Avatars, characters, players and users: multiple identities at/in play
OzCHI '12: Proceedings of the 24th Australian Computer-Human Interaction ConferenceNovember 2012, Pages 68–71https://doi.org/10.1145/2414536.2414547Avatars are ubiquitous in virtual worlds (VWs). As such, they have become central to how we understand the way they are experienced. Common conceptualisations of the user avatar relationship invoke an identity binary which has influenced discussions of ...
- research-articleMay 2012
Metagames, paragames and orthogames: a new vocabulary
FDG '12: Proceedings of the International Conference on the Foundations of Digital GamesMay 2012, Pages 11–17https://doi.org/10.1145/2282338.2282346The term 'metagaming' is widely used to describe a variety of conceptually difficult activities associated with game play. This wide use has lead to a conceptual overload of the term, mitigating its potential use for game studies. This paper will ...