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IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
ACM2013 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
IE'2013: The 9th Australasian Conference on Interactive Entertainment - Melbourne Australia 30 September 2013- 1 October 2013
ISBN:
978-1-4503-2254-6
Published:
30 September 2013
Sponsors:
Macquarie University-Sydney

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Abstract

In its 9th year, the cross-disciplinary Australasian Conference on Interactive Entertainment 2013 (IE2013) turned its attention to "Matters of Life and Death" and embraced some of the recent changes in games discourses both inside and outside the academy. In a field concerned with entertainment, seriousness has hovered on the edges of discussion and helped us interpret technologies of leisure. Since IE began, Australasian and international scholars have converged around recurring themes and continued the conversations which have shaped the study of games. Combinations of the serious, the academic and the practical are what sets IE apart as a truly cross-disciplinary conference. With that in mind, we turn to 'matters of life and death' to challenge our disciplinary languages and to move the conversations forward.

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Watch your steps: designing a semi-public display to promote physical activity

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Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data

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Reflections on designing networked exertion games

Research in human-computer interaction has begun to acknowledge the benefits of physicality in the way people interact with computers. However, the role of physicality is often understood in terms of the characteristics of physical smart objects and ...

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Motivation during videogame play: analysing player experience in terms of cognitive action

This paper describes a method for analysing videogames based on game activities. It examines the impact of these activities on the player experience. The research approach applies heuristic checklists that deconstruct games in terms of cognitive ...

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Towards personalised, gamified systems: an investigation into game design, personality and player typologies

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 ...

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Audiovisual granular synthesis: micro relationships between sound and image

The real-time audio-visual instrument presented in this paper enables a unified environment for composition and performance through audio-visual granular synthesis. The instrument empowers the user to reconstruct grains into new experiences and make ...

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Informative sound design in video games

The importance of sound is quite well known in video games. Although frequently in the past sound was simply used to increase the immersion of the player. Now there is a growing interest in using sound as a means for providing the player with additional ...

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Context, detail, and conversation: using painting strategies with 3D computer animation software

3D modelling and animation software presents artists with unique creative opportunities and limitations that are dependent on design decisions implicit in the software's architecture, interface and workflow. This paper presents preliminary outcomes of a ...

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Remembrance of games past: the popular memory archive

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 ...

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Designing in sensitive settings: workshops to design a technology to commemorate black saturday

There is growing interest in the design of interactive technologies in sensitive settings. In designing for people in these settings it is likely researchers and designers will hear people discuss deeply personal and potentially emotional topics. We ...

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In videogames the player's avatar often dies, but because time is not a straight-forward line, the meaning of death is changeable. This paper will analyse this aspect of time in games, a present a model for theorizing how players conceive of time and ...

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Article No.: 15, pp 1–10https://doi.org/10.1145/2513002.2513039

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Combining moving bodies with digital elements: design space between players and screens
Article No.: 17, pp 1–10https://doi.org/10.1145/2513002.2513014

In playground games, an important part of engagement occurs in the physical space where people focus on each other's movements. In contrast, digital games often focus on engagement via a screen. By combining digital elements with playground ideas we ...

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Managing cyber-bullying in online educational virtual worlds

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Ganking, corpse camping and ninja looting from the perception of the MMORPG community: acceptable behavior or unacceptable griefing?

Every day in online games designed to entertain, an unknown percentage of users are experiencing what is known as 'Griefing'. Griefing is used to describe when a player within a multiplayer online environment intentionally disrupts another player's game ...

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Avatar 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 ...

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Form over function: the use of Lovecraftian elements in World of Warcraft

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Designing for depth: underwater play

The underwater domain is an alluring 'other world', inviting of human-aquatic interactivity and bodily play and yet it is also an extreme environment as it is inhospitable to support human life without external air-supply. Playful interactions are ...

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A design template for multisensory and multimodal games to train and test children for sound localisation acuity
Article No.: 25, pp 1–10https://doi.org/10.1145/2513002.2513005

Children with single-sided deafness (SSD) may experience increased rates of behavioural and educational problems since the ability to hear and listen is linked to normal brain development. This paper explores the issue of improving an aspect of hearing ...

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Exploring the role of activity in genre

This paper provides an outline of genre as we currently know it, and examines the changes occurring as games become more complex. Recent research we've undertaken suggests that our perception of which games fall into which genre category is subjective ...

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"A restless corpse": performativity, fetishism and planescape: torment

This paper explores videogames' aesthetics of performativity. J. L. Austin's notion of performative felicity is a useful concept for the comparative study of videogames. However, Austin treats infelicity (ie. failure) simply as a flawed attempt at a ...

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sPeAK-MAN: towards popular gameplay for speech therapy

Current speech therapy treatments are not easily accessible to the general public due to cost and demand. Therapy sessions are also laborious and maintaining motivation of patients is hard. We propose using popular games and speech recognition ...

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Improving lives: using Microsoft Kinect to predict the loss of balance for elderly users under cognitive load

Among older adults, falling down while doing everyday tasks is the leading cause for injuries, disabilities and can even result in death. Furthermore, even when no injury has occurred the fear of falling can result in loss of confidence and ...

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Towards a MOOC game

MOOC, or massive online open course, is the current buzzword in online delivery of higher education. They have enjoyed wide positive reception on the perceived benefits of bringing quality education to anyone willing to learn, but potentially lacks ...

Contributors
  • Deakin University
  • Swinburne University of Technology
  • Monash University
  • RMIT University

Recommendations

Acceptance Rates

IE '13 Paper Acceptance Rate20of51submissions,39%Overall Acceptance Rate64of148submissions,43%
YearSubmittedAcceptedRate
IE2014422764%
IE '13512039%
IE '06551731%
Overall1486443%