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Publications (94)
Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we present the miniPXI---an eleven-item measure of the popular Player Experience Inventory (PXI)---provi...
We present a long-term study of use of the Messaging Kettle, an Internet of Things (IOT) research prototype that augments an everyday kettle with both sensing and messaging capability and a beautiful light display in order to investigate connecting geographically distant loved ones to their family through the routine of boiling the kettle. Connecti...
Genomic research emerges from collaborative work within and across different scientific disciplines. A diverse range of visualisation techniques has been employed to aid this research, yet relatively little is known as to how these techniques facilitate collaboration. We conducted a case study of collaborative research within a biomedical institute...
Burn injuries are a significant public health challenge with the known consequences and long term problems including pain, permanent scarring and psychological trauma. Current available rehabilitation equipment is rudimentary, resource-intensive and lacks a human-centered design approach. Immersive Virtual Reality technologies may provide aid in th...
Introduction
While men display lower help-seeking rates than women, there is a lack of mental health interventions targeting men. To address this issue, we developed a smartphone app named MindMax, an Australian Football League (AFL)-themed app containing psychoeducational modules teaching strategies derived from positive psychology and acceptance...
Social robots hold significant promise to help individuals achieve their goals. Most individuals can benefit from a social robot when they interact with it over multiple sessions or a prolonged period. However, this can run well beyond the initial novelty period with a robot, signifying a challenging area for sustainable long- term user interest an...
While online multiplayer games provide an opportunity for players to both maintain and establish new connections, male and female players have been found to experience these environments differently. Interviews (n = 22) and focus groups (n = 14) were used to explore these differences as they impact on creating new social connections, as well as to...
The current trend to use applied games to engage users with mobile health (mHealth) delivery systems continues to build, yet research as to its effectiveness is still sparse. This study evaluates the effectiveness of using two different casual games to drive meaningful engagement with an mHealth app. MindMax was produced by the Australian Football...
Despite rewards being seemingly ubiquitous in video games, there has been limited research into their impact on the player experience. Informed by extant literature, we built a casual video game to test the impact of reward types, both individually (i.e. rewards of: access, facility, sustenance, glory, praise) and by variety of rewards (i.e. no rew...
Challenge plays a critical role in enabling an enjoyable and successful player experience, but not all dimensions of challenge are well understood. A more nuanced understanding of challenge and its role in the player experience is possible through assessing player psychophysiology. The psychophysiology of challenge (i.e. what occurs physiologically...
BACKGROUND
Emotion dysregulation increases the risk of depression, anxiety, and substance use disorders. Music can help regulate emotions, and mobile phones provide constant access to it. The Music eScape mobile app teaches young people how to identify and manage emotions using music.
OBJECTIVE
This study aimed to examine the effects of using Musi...
Background:
Emotion dysregulation increases the risk of depression, anxiety, and substance use disorders. Music can help regulate emotions, and mobile phones provide constant access to it. The Music eScape mobile app teaches young people how to identify and manage emotions using music.
Objective:
This study aimed to examine the effects of using...
There is currently limited understanding of whether and how different amounts and diversity of virtual rewards impact on the player experience. A repeated-measures experiment was undertaken in which participants (N = 59) were compared on subjective measures (competence, presence-immersion, tension, effort and enjoyment), as well as psychophysiologi...
Positive Psychology suggests that every one of us has the potential to increase our psychological wellbeing, while Positive Computing endeavours to develop technologies to support wellbeing and human potential. One such technology, Computerised Cognitive Behavioural Therapy (CCBT), has been found to be effective in increasing wellbeing for individu...
Staying connected is vital to maintaining good relationships, yet feelings of disconnection or isolation distance, time differences, or simply busy lives. Everyday interactions, family rituals and habits are often lost, in spite of the pervasiveness of smart-phones and personal multi-purpose devices. This project explores novel ways of connecting p...
Eliciting accurate and complete knowledge from individuals is a non-trivial challenge. In this paper, we present the evaluation of a virtual-world based approach, informed by situated cognition theory, which aims to assist with knowledge elicitation. In this approach, we place users into 3D virtual worlds which represent real-world locations and as...
Mobile apps provide a highly accessible way of reducing alcohol use in young people. This paper determines the 1-month efficacy and 2, 3 and 6month outcomes of the Ray's Night Out app, which aims to increase alcohol knowledge and reduce alcohol use in young people. User-experience design and agile development processes, informed by the Information-...
Energy consumption is a significant and critical social issue. Gamification and serious games offer a means of influencing people regarding energy consumption. A systematic review of articles (written in English) was conducted according to the specifications of the PRISMA checklist, in order to examine the literature and assess empirical support fo...
At CHI 2016, a record number of games-related papers were accepted into the conference proceedings and the SIG meeting for games attracted almost 100 people. The games and play subcommittee remained strong at CHI 2017 and showed a variety of submissions. In addition, we see games practitioners within the SIGCHI community running workshops and takin...
What role do people have in the Internet of Things? Compared to the impressive body of research that is currently tackling the technical issues of the Internet of Things, social aspects of agency, engagement, participation, and ethics, are receiving less attention. The goal of this 'Designing the Social Internet of Things' workshop is to contribute...
Low levels of engagement while driving can pose road safety risks, e.g., inattention during low traffic or routine trips. Interactive technologies that increase task engagement could therefore offer safety benefits, e.g., through performance feedback, increased challenge, and incentives. As a means to build upon these notions, we chose to explore g...
The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. Initial applications of the GameFlow model...
Many organizational analysis tasks are solved by collaborating teams. In technology-mediated collaborations, enabling relevant visual cues is a core issue with existing technology. We explore whether avatars can provide relevant cues in collaborative virtual environments. To do so, we develop a research prototype for a collaborative virtual environ...
Eliciting accurate knowledge from individuals is a non-trivial challenge. In this paper, we present the evaluation of a virtual reality-based approach to knowledge elicitation informed by situated cognition theory. This approach places users into 3D virtual worlds representing real-world locations and asks them to recall information about tasks com...
Social isolation is a predictor of poor mental health outcomes while social connectedness leads to positive mental health and wellbeing outcomes. Although videogames offer the technical capabilities to play with others globally, historically limited support has been provided to connect with others who have similar goals, interests and motivations....
Well-designed videogames provide intuitive and engaging ways of understanding and interacting with highly complex systems. The aim of this study was to explore the use of videogames as a lens for the design of bioinformatics visualisation tools, with a particular focus on molecular graphics systems designed to explore 3D structures of proteins. We...
Individuals with intellectual disability are all too often overlooked in the planning of their own support. Responding to this concern, and in line with person-centred planning, this paper outlines the collaborative development of a mobile app to support the communication, interests and goals of young adults who attend a disability support organisa...
Background
Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness.
Aims
We aimed to assess the amount and quality of empirical support for the advantages and effe...
Online multiplayer games are often rich sources of complex social interactions. In this paper, we focus on the unique player experiences (PX) created by Multiplayer Online Battle Arena (MOBA) games. We examine key phases of players' engagement with the genre and investigate why players start, stay, and stop playing MOBAs. Our study identifies how t...
Multiplayer Dynamic Difficulty Adjustment (MDDA) features are becoming increasingly common in competitive multiplayer video games as a means to balance challenge between differently-skilled players. However, without a thorough understanding of how MDDA design is perceived by players, it is difficult to predict how players may feel about its use. A...
We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. Our scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two subscales, one wit...
We sought to explore how knowledge of videogames could inform the design of complex digital interfaces for bioinformatics visualization tools. Aquaria is an open-source web resource for visual exploration of protein structures. We present the results of a series of workshops conducted with participants who have expertise in videogame design and dev...
The potential of serious games is in their ability to facilitate engaging learning experiences for the user. This paper describes a serious game that has been designed using a framework that aligns instructional objectives with core-gameplay. Catastrophe, the Occupational Health and Safety game developed for this project, has been evaluated to dete...
Driving can be dangerous, especially for young and inexperienced drivers. To help address the issue of inexperience, a gamified logbook smartphone application was designed and developed for learner drivers in Queensland, Australia. The application aims to make it easy for learner drivers to record their mandatory practice sessions while the added g...
The study examines the relationship of challenge-skill balance and the player experience through evaluation of competence, autonomy, presence, interest/enjoyment, and positive and negative affect states. To manipulate challenge-skill balance, three video game modes -- boredom (low challenge), balance (medium challenge), and overload (high challenge...
Measuring the video game player experience is a distinctly challenging task. As the experience of 'fun' in games is imprecise and multi-faceted, various psychological and experiential phenomena have been investigated in an effort to evaluate and quantify aspects of the player experience. Psychophysiology provides a useful lens through which to obje...
Business process models have become an effective way of examining business practices to identify areas for improvement. While common information gathering approaches are generally efficacious, they can be quite time consuming and have the risk of developing inaccuracies when information is forgotten or incorrectly interpreted by analysts. In this s...
Background
Risky single occasion drinking (RSOD; ≥4 drinks in <6 h) more than doubles the risk of injury in young people (15–25 years). The potential role of smartphone apps in reducing RSOD in young people is yet to be explored.
Objective
To describe the initial prototype testing of ‘Ray's Night Out’, a new iPhone app targeting RSOD in young peo...
Rapid advances in sequencing technologies (Next Generation Sequencing or NGS) have led to a vast increase in the quantity of bioinformatics data available, with this increasing scale presenting enormous challenges to researchers seeking to identify complex interactions. This paper is concerned with the domain of transcriptional regulation, and the...
The aim of our research is to iteratively refine and begin validating a proposed videogame reward typology and its associated definitions. A mixed methods approach has been taken so as to best evaluate and refine the taxonomy. The views of an expert focus group have been explored and considered. Separately, a review of the videogame rewards observe...
This paper focuses on examining play activities in people's favourite videogame experience. Through interviews with 30 videogame players we discovered which types of play activities are most appealing. Our research identifies the level of appeal of a wide range of game play activities. We have established that high levels of engagement for many par...
Driver distraction through mobile phone use in the car is a growing road safety concern. This paper presents findings of a survey (N = 528), which seeks to better understand the predictors of mobile phone use while driving in young (18-25) adult drivers. The survey investigated factors and motivations such as young adults' boredom proneness and the...
This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all t...
Creating better gameplay experiences is dependent upon understand the act of gameplay. An expert focus group of games researchers, designers and players refined 16 activity categories from an existing list of 30 commonly used videogame challenges. Identifying categories of play activities has future potential to facilitate better research design an...
This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully connect people through their everyday objects and act...
This study aims to further research in the field of video games by examining flow during individual and co-operative gameplay. Using a puzzle game called Droppit, we examined differences in flow based on two modes of play: single player vs. co-operative gameplay. Co-operative gameplay was found to induce greater flow in participants than single pla...
Grand Push Auto is an exertion game in which players aim to push a full sized car to ever increasing speeds. The re-appropriation of a car as essentially a large weight allows us to create a highly portable and distributable exertion game in which the main game element has a weight of over 1000 kilograms.
In this paper we discuss initial experience...
This paper explores novel driving experiences that make use of gamification and augmented reality in the car. We discuss our design considerations, which are grounded in road safety psychology and video game design theory. We aim to address the tension between safe driving practices and player engagement. Specifically, we propose a holistic, iterat...
Business process models have traditionally been an effective way of examining business practices to identify areas for improvement. While common information gathering approaches are generally efficacious, they can be quite time consuming and have the risk of developing inaccuracies when information is forgotten or incorrectly interpreted by analyst...
This one-day workshop brings together researchers and practitioners to share knowledge and practices of how players are understood, treated and evaluated in specific disciplines and sub-disciplines throughout the diverse field of HCI. Participants from academia and industry will engage in dialogue across these numerous interdisciplinary areas to cr...
The current study sought to identify the impact of whether teammates in a cooperative videogame were controlled by other humans (avatars) or by the game (agents). The impact on player experience was explored through both subjective questionnaire measures and brain wave activity measurement (electroencephalography). Play with human teammates was ass...
Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by...
Player experiences and expectations are connected. The presumptions players have about how they control their gameplay interactions may shape the way they play and perceive videogames. A successfully engaging player experience might rest on the way controllers meet players' expectations. We studied player interaction with novel controllers on the S...
This paper explores a gap within serious game design research. That gap is the ambiguity surrounding the process of aligning the instructional objectives of serious games with their core-gameplay i.e. the moment-to-moment activity that is the core of player interaction. We propose a core-gameplay focused design framework that can work alongside exi...
University orientation is a key event for new students that aids in the transition from a school to a university environment. A smartphone orientation application was built to aid students attending the event. Achievements were added to the application in an attempt to engage students further with the orientation activities and application. An expl...
This paper reports on the development of a playful digital experience, Anim-action, designed for young children with developmental disabilities. This experience was built using the Stomp platform, a technology designed specifically to meet the needs of people with intellectual disability through facilitating whole body interaction. We provide detai...
This paper describes a design framework intended to conceptually map the influence that game design has on the creative activity people engage in during gameplay. The framework builds on behavioral and verbal analysis of people playing puzzle games. The analysis was designed to better understand the extent to which gameplay activities within differ...
Young males are over-represented in road crashes. Part of the problem is their proneness to boredom, a hardwired personality factor that can lead to risky driving. This paper presents a theoretical understanding of boredom in the driving context and demonstrates convincing arguments to investigate the role of boredom further. Specifically, this pap...
Issues of autonomy impact motivation, the user experience and even psychological wellbeing, yet many questions surrounding design for autonomy remain unanswered. This workshop will explore theory, issues and design strategies related to autonomy drawing on theoretical frameworks available in psychology and looking at autonomy from multiple levels....
Multiplayer Dynamic Difficulty Adjustment (mDDA) is a method of reducing the difference in player performance and subsequent challenge in competitive multiplayer video games. As a balance of between player skill and challenge experienced is necessary for optimal player experience, this experimental study investigates the effects of mDDA and awarene...
This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positi...
This research has been conducted to ascertain the validity of existing videogame reward categorisations. An overview of current videogame reward types is provided and the need for further research in the area of videogame reward systems is identified. Possible limitations of the primary existing reward taxonomy are identified. We propose a definiti...
Acoustic sensing is a promising approach to scaling faunal biodiversity monitoring. Scaling the analysis of audio collected by acoustic sensors is a big data problem. Standard approaches for dealing with big acoustic data include automated recognition and crowd based analysis. Automatic methods are fast at processing but hard to rigorously design,...
This paper describes the results of a study designed to understand the components contributing to a participant's assessment of threatening situations in a competitive First Person Shooter (FPS) game Quake III: Arena. The analysis process described compares theoretical, questionnaire based data with that of actual game play footage and identifies h...
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 and that genre hybridization continues to blur our understanding of these categories. Consequently...
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 motiva...
Almost half of all game players are now women. However, women only represent a small proportion of game developers. There is a lack of previous research to suggest why women don't pursue careers in games and how we can attract more women to the industry. In this paper, we investigate the issues and barriers that prevent women from entering the game...
Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of pl...
The balance between player competence and the challenge presented by a task has been acknowledged as a major factor in providing optimal experience in video games. While Dynamic Difficulty Adjustment (DDA) presents methods for adjusting difficulty in real-time during singleplayer games, little research has explored its application in competitive mu...
This paper describes a behaviour analysis designed to measure the creative potential of computer game activities. The research approach applies a behavioural and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative components are measured by examining...
Responding to concerns about the negative impacts of videogames on young people’s mental health, as
well as emerging evidence of positive impacts of videogames, the Young and Well CRC’s Gaming
Research Group have compiled this report on the state of play of research linking videogame play and
flourishing mental health. The report specifically explo...
Whole-body computer control interfaces present new opportunities to engage children with games for learning. Stomp is a suite of educational games that use such a technology, allowing young children to use their whole body to interact with a digital environment projected on the floor. To maximise the effectiveness of this technology, tenets of self...
This paper describes a method for measuring the creative potential of computer games. The research approach applies a behavioral and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative potential is measured by examining task motivation and domain-rel...
This paper describes a study designed to understand player responses to artificially intelligent opponents in multi-player First Person Shooter games. It examines the player’s ability to tell the difference between artificially intelligent opponents and other human players, and investigates the players’ perceptions of these opponents. The study exa...
The aim of this study was to explore the relationship between personality and videogame player types. Study participants completed an online survey that gathered information regarding the individual's personality, via the Big Five Inventory, and player types. The study was focused on understanding this relationship in the context of the action role...
This study explored relationships between personality, videogame preference and gaming experiences. Four hundred and sixty-six participants completed an online survey in which they recalled a recent gaming experience, and provided measures of personality and their gaming experience via the Game Experience Questionnaire (GEQ). Relationships between...
This research has been conducted to ascertain whether people with certain personality types exhibit preferences for particular game genres. Four hundred and sixty-six participants completed an online survey in which they described their preference for various game genres and provided measures of personality. Personality types were measured using th...
The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific,...