Mata Haggis-Burridge

Mata Haggis-Burridge
Breda University of Applied Sciences · Academy of Digital Entertainment

PhD - Hidden Cyberspace: Narrative and identity in the work of William Gibson

About

19
Publications
11,363
Reads
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96
Citations
Citations since 2017
16 Research Items
96 Citations
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Introduction
Dr. Mata Haggis-Burridge (née Haggis) researches content, creation, and context of artistic and entertainment video games. They favour unconventional dissemination methods, such as (free or commercial) video games, webinars, and public speaking at creative industry conferences. Also: consultant game developer, expert for the European Commission's Creative Europe Media programme, video game committee member for the Writers' Guild of Great Britain, and member of the Society of Authors.
Additional affiliations
April 2015 - present
Breda University of Applied Sciences
Position
  • Professor
Description
  • As the professor in charge of the 'Creative and Entertainment Games' research line, my work involves collaborating with industry, education, and society to create meaningful innovations and insights into the content, creation, and cultural context of artistic and commercial video games. My work focuses on three areas: narrative, intersectionality (diversity), and user interface design.
Education
August 1999 - December 2006
The University of Winchester
Field of study
  • Cyberpunk, gender, and identity

Publications

Publications (19)
Article
Full-text available
In this study, we test the immersive character in an interactive content narrative developed for Microsoft HoloLens 2 mixed reality glasses in the dining context. We use retrospective think aloud protocol (RTAP) and galvanic skin response (GSR) to explore different types of immersion that can be created through interactive content narratives. Leani...
Article
Full-text available
In light of the current debate on the impact of our current food system on climate change and related mitigation strategies, addressing the acceptance of sustainability aspects within consumer behavioral issues is of vital importance. However, the field remains mute on how those strategies can be designed and employed effectively to stimulate susta...
Chapter
Full-text available
This chapter discusses how video games operate similarly to other creative mediums in mirroring the society within which they were created. The example of 'Fragments of Him' (a commercially released video game designed and written by the chapter's author) is used to illustrate how personal and social histories can be told and explored through inter...
Conference Paper
Full-text available
Resumo-A pesquisa trata do consumo de sentidos de saúde em jogos de entretenimento, com aporte teórico-metodológico da Semiologia dos Discursos Sociais e da Análise de Discursos. Destacamos o Modelo de Comunicação como Mercado Simbólico, com ênfase na noção de contextos e sua relação co-determinante com o conceito de lugar de interlocução. Foram de...
Conference Paper
Full-text available
Entertainment games are a cultural device, capable of give rise to innumerable meanings concerning the life and social practice of the players. In order to analyze the consumption of meanings of health by players, we created the first-person game One Night Away as a research instrument to be used in empirical studies, to elicit health discourses an...
Chapter
Full-text available
With hundreds of new games being released every week, designers rely on existing knowledge to design control schemes for their products. However, in the case of games with new game mechanics, designers struggle to implement new button schemes due to the lack of research on players’ adaptation to new and non-standard controls. In this study we inves...
Chapter
Full-text available
Curiosity is a fundamental trait of human nature, and as such, it has been studied and exploited in many aspects of game design. However, curiosity is not a static trigger that can just be activated, and game design needs to be carefully paired with the current state of the game flow to produce significant reactions. In this paper we present the pr...
Article
Full-text available
Research in the social sciences devotes a great amount of attention to investigating the impact of video games on the individual and on society. However, results generated by this research often fail to inform game development. The present study investigated the outreach of research conducted by the academic community by interviewing 30 game develo...
Article
Full-text available
The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explain...
Article
Full-text available
This article presents a critical examination of European policy in relation to gami-fication. We begin by describing how gamification "traveled" as an idea, evolving from controversial yet persuasive buzzword to legitimate policy priority. We then focus on how gamification was represented in Horizon 2020: the flagship European Research & Developmen...
Article
Full-text available
The mandate of the Gaming Horizons research project was to critically challenge the status quo in video games to potentially foment change. Such a change is to recognise that all types of video games (serious/applied and arts/entertainment, on phones, consoles, traditional computers, or other platforms) are already changing the political, economic,...
Conference Paper
Full-text available
The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carrie...
Book
Full-text available
Extended version of the Inaugural Lecture delivered by Mata Haggis (now Haggis-Burridge) on the occasion of their appointment as Lector/Professor of Creative and Entertainment Games at NHTV Breda University of Applied Sciences, the Netherlands, 1st June 2016. A discussion and summary of the economic, social, and cultural value of video games. We...
Article
Full-text available
The video game industry, by its wider reputation, is not commonly regarded for its deep and thoughtful experiences. In its common media presence it is represented as frequently dealing with content that is excessively violent and usually expressing themes and genres that are otherworldly: science-fiction, horror, or fantasy. However, the broad repu...
Conference Paper
Full-text available
The study used a research­ through ­design approach and organized game jams as a method to examine game design processes, with the aim to investigate how the diverse identities of designers affect and inspire their game designs. During the Game [4Diversity] Jams we hypothesised that homogeneity in groups may lead to a single­minded message in their...

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Projects

Projects (7)
Project
A Samsung Virtual Reality Developing and testing several AR and VR concepts for SAMSUNG (Benelux) Samsung and Breda University of Applied Sciences decided to work together on developing and testing several new digital media concepts with a focus on VR and gaming. This collaboration has led to several innovative projects and concepts, among others: the organisation of the first Samsung VR jam in which game and media students developed new concepts for SAMSUNG GEAR in 24 hours, the pre-development of a VR therapy concept (Fear of Love) created by CaptainVR, the Samsung Industry Case in which students developed new concepts for SAMSUNG GEAR (wearables), the IGAD VR game pitch where over 15 VR game concepts were created for SAMSUNG VR GEAR and numerous projects in which VR concepts are developed and created using new SAMSUNG technologies. Currently we are co-developing new digital HRM solutions.