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.
Proceeding Downloads
Running from zombies
This article explores the quality of running experience under the scaffolding of one particular audio adventure and running app -- Zombies, Run! Drawing on qualitative methods, in particular autophenomenography, this research maps out a 'Zombies, Run'! ...
Watch your steps: designing a semi-public display to promote physical activity
Sedentary time is considered a health risk factor, even when it is compensated with some exercise. Frequent activities of minimal physical exertion throughout the day like walking or climbing stairs are therefore recommended. To promote these activities ...
Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data
New sensor technologies, especially for body related activities, offer new opportunities for play, sparking research into new styles of game interactions. However, how this new sensor data can be utilized for engaging play experiences is not yet fully ...
SweatAtoms: materializing physical activity
Visualization plays an important role in motivating users towards physical activity. In this paper, we present a novel approach to represent physical activity in the form of material artifacts. We have designed a system called SweatAtoms that builds ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
The intersection of video games and patient empowerment: case study of a real world application
- Craig Caldwell,
- Carol Bruggers,
- Roger Altizer,
- Grzegorz Bulaj,
- Troy D'Ambrosio,
- Robert Kessler,
- Brianne Christiansen
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 ...
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 ...
This isn't happening: time in videogames
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 ...
Living the indie life: mapping creative teams in a 48 hour game jam and playing with data
In contemporary game development circles the 'game making jam' has become an important rite of passage and baptism event, an exploration space and a central indie lifestyle affirmation and community event. Game jams have recently become a focus for ...
Stasis and entropy in Australian videogames classification discourse
This article analyses the discourse surrounding the classification and regulation of videogames in Australia, with particular focus on the exclusion, and subsequent introduction of an R18+ rating over the twenty-year period between 1993-2013. This ...
Combining moving bodies with digital elements: design space between players and screens
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 ...
Managing cyber-bullying in online educational virtual worlds
Online Educational Virtual Worlds offer promise that is currently not being realised because of potential threats to the child's safety and wellbeing. This paper seeks to better understand the behavioural and psychological issues, particularly relating ...
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 ...
When game over means game over: using permanent death to craft living stories in Minecraft
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 ...
Collapsing action; or, games of life and death
Proposing a means to understand videogames in terms of the connections between players' engagement, a videogame's narrative, and the videogame mechanisms for play produces a complex map of relationships. Understanding it in its totality is difficult, ...
Death and dying in DayZ
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 ...
Form over function: the use of Lovecraftian elements in World of Warcraft
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. ...
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 ...
A design template for multisensory and multimodal games to train and test children for sound localisation acuity
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 ...
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 ...
"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 ...
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 ...
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 ...
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 ...