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IE 2013: Melbourne, VIC, Australia
- Stefan Greuter, Christian McCrea, Florian Mueller, Larissa Hjorth, Deborah Richards:
The 9th Australasian Conference on Interactive Entertainment, IE'2013, Melbourne, VIC, Australia, September 30 - October 01, 2013. ACM 2013, ISBN 978-1-4503-2254-6 - Emma Witkowski:
Running from zombies. 1:1-1:8 - Robert Cercos, Florian 'Floyd' Mueller:
Watch your steps: designing a semi-public display to promote physical activity. 2:1-2:6 - Florian 'Floyd' Mueller, Wouter Walmink:
Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data. 3:1-3:5 - Rohit Ashok Khot, Florian 'Floyd' Mueller, Larissa Hjorth:
SweatAtoms: materializing physical activity. 4:1-4:7 - Florian 'Floyd' Mueller, Martin R. Gibbs, Frank Vetere:
Reflections on designing networked exertion games. 5:1-5:8 - Wilawan Inchamnan, Peta Wyeth:
Motivation during videogame play: analysing player experience in terms of cognitive action. 6:1-6:9 - Lauren S. Ferro, Steffen P. Walz, Stefan Greuter:
Towards personalised, gamified systems: an investigation into game design, personality and player typologies. 7:1-7:6 - Joshua Batty, Kipps Horn, Stefan Greuter:
Audiovisual granular synthesis: micro relationships between sound and image. 8:1-8:7 - Patrick Ng, Keith V. Nesbitt:
Informative sound design in video games. 9:1-9:9 - Gina Moore, Stefan Greuter, Chris Barker:
Context, detail, and conversation: using painting strategies with 3D computer animation software. 10:1-10:5 - Helen Stuckey, Melanie Swalwell, Angela Ndalianis, Denise de Vries:
Remembrance of games past: the popular memory archive. 11:1-11:7 - Craig Caldwell, Carol Bruggers, Roger Altizer, Grzegorz Bulaj, Troy D'Ambrosio, Robert Kessler, Brianne Christiansen:
The intersection of video games and patient empowerment: case study of a real world application. 12:1-12:7 - Joji Mori, Steve Howard, Martin R. Gibbs:
Designing in sensitive settings: workshops to design a technology to commemorate black saturday. 13:1-13:9 - Adam W. Ruch:
This isn't happening: time in videogames. 14:1-14:5 - Truna Aka J. Turner, Lubi Thomas, Cameron Owen:
Living the indie life: mapping creative teams in a 48 hour game jam and playing with data. 15:1-15:10 - Daniel Golding:
Stasis and entropy in Australian videogames classification discourse. 16:1-16:8 - Jayden Garner, Gavin Wood, Sebastiaan Pijnappel, Martin Murer, Florian 'Floyd' Mueller:
Combining moving bodies with digital elements: design space between players and screens. 17:1-17:10 - Diego Fernando Gutierrez Aponte, Deborah Richards:
Managing cyber-bullying in online educational virtual worlds. 18:1-18:9 - Leigh Achterbosch, Charlynn Miller, Peter Vamplew:
Ganking, corpse camping and ninja looting from the perception of the MMORPG community: acceptable behavior or unacceptable griefing? 19:1-19:8 - Brendan Keogh:
When game over means game over: using permanent death to craft living stories in Minecraft. 20:1-20:6 - Robbie Fordyce:
Collapsing action; or, games of life and death. 21:1-21:8 - Marcus Carter, Martin R. Gibbs, Greg Wadley:
Death and dying in DayZ. 22:1-22:6 - Michael Hitchens, Adam W. Ruch:
Form over function: the use of Lovecraftian elements in World of Warcraft. 23:1-23:8 - Sarah Jane Pell, Florian 'Floyd' Mueller:
Designing for depth: underwater play. 24:1-24:6 - Maria Carmela Sogono, Deborah Richards:
A design template for multisensory and multimodal games to train and test children for sound localisation acuity. 25:1-25:10 - Nicole McMahon, Peta Wyeth, Daniel M. Johnson:
Exploring the role of activity in genre. 26:1-26:3 - Darshana Jayemanne:
"A restless corpse": performativity, fetishism and planescape: torment. 27:1-27:7 - Chek Tien Tan, Andrew Johnston, Kirrie J. Ballard, Sam Ferguson, Dharani Perera-Schulz:
sPeAK-MAN: towards popular gameplay for speech therapy. 28:1-28:4 - Yusuf Pisan, Jaime Garcia Marin, Karla Felix Navarro:
Improving lives: using Microsoft Kinect to predict the loss of balance for elderly users under cognitive load. 29:1-29:4 - Chek Tien Tan:
Towards a MOOC game. 30:1-30:4 - Robson Scarassati Bello, Gilson Schwartz:
The historicity of play: games as historical documents. 31:1-31:4 - David Conroy, Peta Wyeth, Daniel M. Johnson:
Understanding player threat responses in FPS games. 32:1-32:3 - Peta Wyeth, Daniel M. Johnson, Jenny M. Ziviani:
Activity, motivation and games for young children. 33:1-33:3 - Matthew Martin, Jenna Gavin, Daniel Cermak-Sassenrath, Charles Walker, Ben Kenobi:
Shadow showdown: twister in a digital space. 34:1-34:2 - Daniel Cermak-Sassenrath, Clinton Watkins, Ben Kenobi:
Media filter access. 35:1-35:2 - Daniel Cermak-Sassenrath, Matthew Martin, Jenna Gavin, Charles Walker:
Making cake, swearing, and the indefinite meaning of media. 36:1-36:2 - Helen Dickson, Rebecca Hayes:
The pathway driven narrative machine. 37:1-37:2 - Betty Sargeant:
Children's interactive narratives: how far is UP?. 38:1 - Davey Sams:
Sonic city installation. 39:1-39:2 - Joshua Batty:
Audio-visual granular synthesis performance demo. 40:1 - Adam Nash, John McCormick, Stefan Greuter:
Reproduction game demo. 41:1-41:2 - Stefan Greuter, Susanne Tepe, Frank Boukamp, Ron R. Wakefield:
Trouble tower game demo. 42:1 - Emma Witkowski, Brett Hutchins, Marcus Carter:
E-sports on the rise?: Critical considerations on the growth and erosion of organized digital gaming competitions. 43:1-43:2
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