ORCID Profile
0000-0002-9040-7183
Current Organisation
University of New South Wales
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Publisher: SAGE Publications
Date: 04-1999
DOI: 10.1177/1097184X99001004002
Abstract: On adult video-conferencing sites, men present sexualized bodies as objects of the gaze through an interactive medium that enables, while it limits, the possibility of the passive and the feminine. Within this unstable subject/object framework, the men construct a masculine subjectivity and a male sexual identity. Male sexuality, through the medium of CU-SeeMe, is both an affirmational community performance and an in idual erotic display. These sites combine established conventions of film and the evolving practices of electronic chat to produce new discourses of male sexual display.
Publisher: Springer International Publishing
Date: 2016
Publisher: MIT Press - Journals
Date: 06-2014
DOI: 10.1162/LEON_A_00768
Abstract: This paper focuses on the rhythmic interrelationships between the sensing body and the sensing computer. The author proposes that the term kinesthetic empathy provides a useful way of deepening our understanding of feedback and control rhythms.
Publisher: Elsevier BV
Date: 11-2008
Publisher: MIT Press - Journals
Date: 04-2015
DOI: 10.1162/LEON_A_00983
Abstract: The authors propose that techniques from art and design can be used within social science research as part of a speculative methodology and provide a set of heuristic principles for speculative method, characterizing it as processual, performative, playful, promising and propositional.
Publisher: ACM
Date: 17-12-2009
Publisher: Springer Berlin Heidelberg
Date: 2013
Publisher: ACM
Date: 22-08-2007
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: SAGE Publications
Date: 11-05-2016
Abstract: This article investigates the impact that the rhythms of game interactions can have on a player’s experience of a computer game. Using a phenomenological approach, the research focuses on rhythmic experience within games and, in particular, on the rhythm of tree chopping within the games Minecraft and Don’t Starve. Graphic, aural, and embodied representations are used to closely analyze and compare a single-player experience within the two games. The analysis reflects on the efficacy of these methods and suggests some possible key factors for designing rhythmically expressive play experiences. It is suggested that combining real-time control with perceivable and performable repetition and variety can give the player expressive creative control over the rhythms of their performed interactions, potentially enriching their experience of repetitive tasks and extending the play life of a game.
Publisher: SAGE Publications
Date: 08-2001
DOI: 10.1177/136346001004003005
Abstract: An analysis of participation in adult video-conferencing on the internet reveals a subversion of traditional relations between the image and the act in pornography, providing an `interactive' sex entertainment which is both representation (or image) and presentation (or act). CU-SeeMe offers an experience that is at the same time both image and act, creating a space that accommodates multiple and fluid roles, allowing the positions of spectator and spectacle to be freely exchanged, and rewriting active assive gender relations. In proposing that interactive CU-SeeMe sex entertainment blurs the boundaries between image and act, this article suggests that online interactive sex entertainment allows for the possibility of rewriting codes of sexuality.
Publisher: SAGE Publications
Date: 03-2012
Abstract: Interactive storytelling has been a topic of much debate for the past two decades. Many have foreseen exciting new works while others have cast doubt on the whole endeavor. In terms of actual titles, most games express a familiar story of a hero triumphing against the odds in order to save the day. However, a number of recent titles have attempted to innovate. The Path is one such game. Rather than a tale of heroism, The Path is a tragedy of shattered innocence, powerfully told through play. The authors perform a close reading of this work and highlight the importance of the ludic contract between the player and the game. The authors distinguish two different contracts employed by the work, antagonistic and exploratory, which make different appeals and offer different rewards. The Path manipulates these contracts to lead the player into being both the architect of the tragedy and its helpless victim.
Publisher: Springer International Publishing
Date: 2018
Publisher: Springer London
Date: 2018
Publisher: Informa UK Limited
Date: 22-06-2020
Publisher: Springer International Publishing
Date: 2016
Publisher: IEEE
Date: 08-2019
No related grants have been discovered for Brigid Costello.