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21
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Independent Researcher
Publications
Publications (21)
DIYSPY Live Remote Play is an App-enabled live game experience for CHI Play '18. It showcases how teams not co-located can bond through playful, improvisational and storytelling mechanics. The game involves the use of computers with video conferencing software (Zoom or Skype) in different rooms at a CHI Play venue, and an App. Through the spy-theme...
Discourses around standardization and identity formation forestall alternative approaches to creative practice. Changes do happen, however, through pervasive attitudinal shifts articulated in rhetoric. Drawing on the social science research into economic history and choice-based cultural evolution, this essay discusses changes to the notion of conf...
Game designers and game writers do not have the same understandings, processes, or approaches, and this impedes good practice. This is not due to the two modes being so different or incompatible however, as has been claimed now and in earlier narratology and ludology debates. Instead, this article argues that incompatibilities are due more to the s...
This article introduces an emerging form of participatory culture, one that is not a modification or elaboration of a primary producer's content. Instead, this article details how the artifacts created to 'play' a primary producer's content have become the primary work for massive global audiences. This phenomenon is observed in the genre of altern...
Although research into digital media culture assists greatly in understanding new technologies, its influences and affects, to continue to do so in isolation of other media shows little regard for the reality of its role and use. 'Old' or 'traditional' media such as dusty books and smudged newspapers, consensus television, linear films and radio ar...
This article introduces an emerging form of participatory culture, one that is not a modification or elaboration of a primary producer's content. Instead, this article details how the artifacts created to p`lay' a primary producer's content have become the primary work for massive global audiences. This phenomenon is observed in the genre of altern...
This paper addresses the vast practice encompassed under the placeholder term polymorphic creations: contemporary tie-ins, pervasive gaming, telematic arts and so on. A position is put forward where a heterogenous model is championed in favour of a shared ontology. This is contextualized according to polymorphic practices and larger cultural shifts...
At present, the most that creators of Augmented Reality Games — ARGs, for short — can offer is a call from Ahab; the rest
of Stewart’s vision will have to be left to players’ imaginations, some hallucinogenic assistance or time travel to the future.
The sentiment behind his words, however, holds true. ARGs surround a player and are immune to bounda...
How do we compare eliterature forms? What does it mean for a work to be implemented as hypertext, interactive fiction, or chatbot? "Benchmark fiction" is a methodology for creating 'benchmarks' -sets of adaptations of the "same" eliterature content across different media for the purpose of comparative study. While total equivalence between the resu...
This paper analyses the current state of design and usage of cross media storytelling. In line with the session 'matrix', works will be assessed according to patterns of low, moderate and high acceptance and diffusion. Preliminary observations are offered to assist in the formation of characteristics of, and design guidelines for, cross media works...
I have observed that within the new media ecology there are currently three research approaches: developing media specific poetics for digital works only (e.g. ludology for computer games); revising and development of traditional discourses and media through consideration of new media works within the same media thread (eg: internet movies for film...
New Media enthusiasts have long extolled the digital medium as opening up new forms of storytelling. Interactive stories are said to enable the user to enact the narrative interpretations and decisions previously internal in other media. 'Interactivity' is meant to allow user to control and manipulate the story in many ways. This paper investigates...
Espen J. Aarseth put forward that hypertext is indeed new, despite claims that non-linear storytelling has been in existence throughout time. Aarseth knighted it 'ergodic literature' because the hypertext user has to act out thoughts through action, whereas the reader merely thinks their paths. This changes the writing- reading process and therefor...
In 2001 Henry Jenkins discussed the growing prevalence of 'transmedia storytelling'. Transmedia storytelling is, simply put, franchises: a movie is followed by a game, then perhaps a comic, website and so on. An example is the Wachowski brother's Matrix franchise. For Jenkins each media, each channel, communicates different aspects of a storyworld....