Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death最新文献

筛选
英文 中文
Activity, motivation and games for young children 幼儿活动,动机和游戏
Peta Wyeth, Daniel M. Johnson, J. Ziviani
{"title":"Activity, motivation and games for young children","authors":"Peta Wyeth, Daniel M. Johnson, J. Ziviani","doi":"10.1145/2513002.2513025","DOIUrl":"https://doi.org/10.1145/2513002.2513025","url":null,"abstract":"The research described in this paper examines the extent to which very young children were able to use the Stomp platform (a floor-based gaming system designed to provide new, active participatory experiences) to engage in game play. We are interested in how children's engagement in different activities within the game world influences their motivation to play games. We map activity to motivational needs of competence, autonomy and relatedness. A detailed examination of two Stomp experiences demonstrates how this type of analysis is useful in identifying the strengths and weaknesses of the games for this audience.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125194696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
When game over means game over: using permanent death to craft living stories in Minecraft 当游戏结束就意味着游戏结束:在《我的世界》中使用永久性死亡去创造活生生的故事
B. Keogh
{"title":"When game over means game over: using permanent death to craft living stories in Minecraft","authors":"B. Keogh","doi":"10.1145/2513002.2513572","DOIUrl":"https://doi.org/10.1145/2513002.2513572","url":null,"abstract":"The play style of 'perma-death' (permanent death) alters the videogame player's experience by adding harsh consequences to the usually trivial event of character death. While perma-death has a long history as a fixed constraint in certain games and genres, there are numerous cases of players self-imposing the rules of perma-death play in a broader variety of games through voluntary acts such as opting to delete a save file if their character dies. Such self-imposed cases of perma-death radically alter how the player engages with the game. In a collision of fixed affordances and player-imposed rules, the tone of the game's conventional gameplay shifts from one of experimentation to one of vulnerability. To explore how perma-death functions and how it alters the player's experience of a game, this paper looks at a perma-death experiment conducted by the author in the game Minecraft. As the project progressed, its online diary gathered a committed readership. The fear of permanent death did not drastically alter the base game of Minecraft but, as will be explored, imbued the performance of playing Minecraft with a narrative weight.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"92 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131234537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
The historicity of play: games as historical documents 游戏的历史性:作为历史文件的游戏
Robson Scarassati Bello, Gilson Schwartz
{"title":"The historicity of play: games as historical documents","authors":"Robson Scarassati Bello, Gilson Schwartz","doi":"10.1145/2513002.2513038","DOIUrl":"https://doi.org/10.1145/2513002.2513038","url":null,"abstract":"This paper addresses videogames as historical documents so that the study of play may open new perspectives for professional historians and other social scientists in their research of the role of videogames in creative industries. This research agenda relies on a critical view of these industries as an expression of social and cultural history rather than as self-indulgent and legitimating market-led, functional activities.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133613559","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Form over function: the use of Lovecraftian elements in World of Warcraft 形式重于功能:《魔兽世界》中Lovecraftian元素的使用
M. Hitchens, Adam W. Ruch
{"title":"Form over function: the use of Lovecraftian elements in World of Warcraft","authors":"M. Hitchens, Adam W. Ruch","doi":"10.1145/2513002.2513004","DOIUrl":"https://doi.org/10.1145/2513002.2513004","url":null,"abstract":"World of Warcraft (WoW) represents a melting pot of popular culture myths, taking inspiration from a huge number of existing works and incorporating them together into its own vast lore. Amongst the many influences it draws upon are the works of H. P. Lovecraft, an influential horror writer. Lovecraft's writing encapsulated a particular pessimistic view of the universe, which stands in contrast to the heroic fantasy of World of Warcraft. This paper examines the presence in World of Warcraft for particular examples of influences from Lovecraft's writings. More importantly the use of these influences is compared to the underlying philosophy of horror that can be found in Lovecraft's work. It is our contention that the aspects of World of Warcraft inspired by Lovecraft are not employed in a way congruent with that source material.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114857119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Remembrance of games past: the popular memory archive 回忆过去的游戏:流行的记忆档案
H. Stuckey, M. Swalwell, A. Ndalianis, D. Vries
{"title":"Remembrance of games past: the popular memory archive","authors":"H. Stuckey, M. Swalwell, A. Ndalianis, D. Vries","doi":"10.1145/2513002.2513570","DOIUrl":"https://doi.org/10.1145/2513002.2513570","url":null,"abstract":"Games are one of the most significant cultural forms of our times and yet they are poorly documented in Australia and New Zealand. Knowledge about the history of games is overwhelmingly held by private collectors and fans, with ephemera and other primary sources located amongst the general public. This paper presents and discusses the Popular Memory Archive (PMA), an online portal of the \"Play It Again\" game history and preservation project. As well as providing a way to disseminate some of the team's research, the PMA taps into what is, effectively, a collective public archive by providing a technique for collecting information, resources and memories from the public about 1980s computer games. Digital games are more than inert code; they come to life in the act of play. Collecting games and other artefacts and preserving them is thus only part of the construction of a history about games. The PMA is designed to work with online retro gamer communities and fans, and this paper reflects on the PMA as a method for collecting the memories of those who lived and played their way through this period.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116847091","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Audio-visual granular synthesis performance demo 视听颗粒合成性能演示
J. Batty
{"title":"Audio-visual granular synthesis performance demo","authors":"J. Batty","doi":"10.1145/2513002.2513033","DOIUrl":"https://doi.org/10.1145/2513002.2513033","url":null,"abstract":"In this paper, I present a prototype of my audio-visual granular synthesis instrument Kortex. The instrument enables real-time improvisation of audio-visual material in a performance context. Granular synthesis is a processing technique that segments media into thousands of individual pieces and is used during the performance to manipulate audio and visual material on micro time levels (1-100ms). The performance demonstrates an approach to real-time improvisation of audio-visual granular synthesis and aims to illustrate an alternative form of interactive entertainment. A single performer embodies the role of both the musician and visual artist simultaneously, contrasting the usually separate audio and visual roles found in the contemporary DJ and VJ scene. The integrated audio-visual performer is then able to communicate ideas and meaning to an audience with the help of both senses at once.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130614260","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
The pathway driven narrative machine 路径驱动的叙事机器
Helen Dickson, Rebecca Hayes
{"title":"The pathway driven narrative machine","authors":"Helen Dickson, Rebecca Hayes","doi":"10.1145/2513002.2513030","DOIUrl":"https://doi.org/10.1145/2513002.2513030","url":null,"abstract":"In this project we investigated how animation could be fragmented with the aim to provide viewers with the opportunity to experience and reinterpret a storyline while navigating around a space. \"The Show\", is a linear animation, depicting 1940's circus life, characters and performances. It is set in a world that implies the past -- something that speaks of nostalgia and charm. The VRoom (Virtual Room) is a cinema that is a series of eight screens positioned in a 360-degree octagon shape. The audience navigates the space created by the screens to view media. The exhibition showcases the animation screened in the Virtual Room.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130772576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Towards personalised, gamified systems: an investigation into game design, personality and player typologies 走向个性化、游戏化系统:对游戏设计、个性和玩家类型的调查
Lauren S. Ferro, S. Walz, S. Greuter
{"title":"Towards personalised, gamified systems: an investigation into game design, personality and player typologies","authors":"Lauren S. Ferro, S. Walz, S. Greuter","doi":"10.1145/2513002.2513024","DOIUrl":"https://doi.org/10.1145/2513002.2513024","url":null,"abstract":"With the rise of Gamification, the boundaries between play and games on the one hand, and everyday life on the other are being challenged, and as a result game play is entering the realm of everyday life. We believe that with the breakdown of this dichotomy and with the increasing presence of game elements in everyday life in the form of Gamification, there are more factors such as users intrinsic motivation, agenda, learning preferences and personality that should be considered in the design of gamified systems. In this paper, we investigate the relationship between player types, and personality types and traits. By way of investigating pre-existing player type models as well as personality traits and types models, we have identified possible relationships between these two areas of research, and in that, between the realm of games, and the realm of the everyday. As a result, we propose a table identifying these possible relationships between player types, personality types and traits, and game elements and game mechanics and discuss how this connection may impact the design of gamified systems and offer insight towards more user orientated design objectives.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127887076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 154
The intersection of video games and patient empowerment: case study of a real world application 电子游戏和病人授权的交集:一个现实世界应用的案例研究
C. Caldwell, C. Bruggers, Roger Altizer, G. Bulaj, Troy D'Ambrosio, R. Kessler, Brianne Christiansen
{"title":"The intersection of video games and patient empowerment: case study of a real world application","authors":"C. Caldwell, C. Bruggers, Roger Altizer, G. Bulaj, Troy D'Ambrosio, R. Kessler, Brianne Christiansen","doi":"10.1145/2513002.2513018","DOIUrl":"https://doi.org/10.1145/2513002.2513018","url":null,"abstract":"Video games provide new opportunities for improving patients' quality-of-life via empowerment through physical exercise and interactive feedback. This paper presents an incentive-based video game that transforms physical exercise into mental empowerment to help fight cancer via positive metaphoric visualization. This video game technology can enhance patients' resilience via mechanisms that stimulate coupling between the brain reward systems and physical actions. While the Patient Empowerment (PE) Exercise Video Game is an example of an active-player interactive game designed for pediatric cancer patients, this concept can be applied to neurological, metabolic or cardiovascular diseases.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121559942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 22
Media filter access 媒体过滤器访问
Daniel Cermak-Sassenrath, Clinton Watkins, Ben Kenobi
{"title":"Media filter access","authors":"Daniel Cermak-Sassenrath, Clinton Watkins, Ben Kenobi","doi":"10.1145/2513002.2513028","DOIUrl":"https://doi.org/10.1145/2513002.2513028","url":null,"abstract":"Silently and without attracting much attention, the filter establishes itself at the heart of digital media: It becomes an essential tool and a limiting factor, on technical and conceptual levels, in all areas of life. In this brave new world of digital technically implemented policies, essential decisions are made for us, many of them in microseconds, of which we never know. This installation employs the tactics it criticises; it offers a limited world to explore easily while making it difficult to access anything else. The work indicates a pervasive tendency in digital, networked media to filter and therefore control. Participants are offered a direct and controversial experience, and are challenged to make up their own minds.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114578232","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书