{"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}
{"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}
{"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}
{"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}
{"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}
{"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}
{"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}
{"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}
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}
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}