ORCID Profile
0000-0002-9851-6608
Current Organisation
University of Melbourne
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Human-centred computing | Human-computer interaction
Publisher: ACM
Date: 07-05-2016
Publisher: ACM
Date: 19-04-2023
Publisher: SAGE Publications
Date: 08-07-2018
Abstract: Hobby board gaming is a serious leisure pastime that entails large commitments of time and energy. When serious hobby board gamers become parents, their opportunities for engaging in the pastime are constrained by their new family responsibilities. Based on an ethnographic study of serious hobby board gamers, we investigate how play is constrained by parenting and how serious board gamers with these responsibilities create opportunities to continue to play board games by negotiating the context, time, location, and medium of play. We also examine how these changes influence the enjoyment players derive from board games across the key dimensions of sociality, intellectual challenge, variety, and materiality.
Publisher: SAGE Publications
Date: 16-05-2023
DOI: 10.1177/15554120221101310
Abstract: Within the last decade, Let’s Plays, recordings of gameplay with commentary by the person playing, have grown in popularity and attention. The current research examining Let’s Plays has focused on the contemporary popularity of the phenomenon on YouTube. However, the origins of Let’s Plays as an influential media practice have not been fully investigated. In order to address this gap, we conducted a series of interviews with 34 creators from the Something Awful LP subforum—commonly identified to have originated the media form. Transcripts of these interviews were analyzed using concepts of serious leisure studies and cultural/subcultural capital. As a form of serious leisure culture, the members of the Something Awful LP community displayed motivations related to extrinsic and intrinsic rewards, such as increased sense of self-worth and recognition. The analysis of this Serious leisure culture highlights how this subculture was subsequently adopted by larger YouTube communities.
Publisher: ACM
Date: 06-05-2021
Publisher: ACM
Date: 21-04-2020
Publisher: ACM
Date: 19-04-2018
Publisher: Association for Computing Machinery (ACM)
Date: 28-09-2023
DOI: 10.1145/3610032
Publisher: ACM
Date: 15-10-2021
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611022
Publisher: Association for Computing Machinery (ACM)
Date: 05-10-2021
DOI: 10.1145/3474688
Abstract: Despite increasing interest in the use of digital tools in boardgames for both commercial and research purposes, little research has to date explored how and why these tools are used. We interviewed 18 professionals working in the boardgame industry to explore the combination of digital tools and tabletop play, which affords new experiences and opportunities for both players and designers. We generated five key themes from the interview data. Participants engaged with ontological questions about the fundamental nature of games they showed strong opinions about the use of digital tools they discussed the impacts of digital tools for game design as well as in their design practice they raised concerns about the costs to develop and maintain such tools and they considered how they affect the in-game player experience. From these themes, we generate five design principles for digital tools for boardgame play: traceability, completeness, integration, privacy, and materiality. Grounded in empirical data, these design principles guide game designers and researchers seeking to explore this novel design space. Our research focuses attention on the role of digital components in play and on the need for thoughtful implementation that considers the entire lifecycle of the game, from development through publication and, ultimately, archival access.
Publisher: ACM
Date: 15-10-2017
Publisher: ACM
Date: 19-04-2023
Publisher: ACM
Date: 29-11-2022
Publisher: Springer Science and Business Media LLC
Date: 09-08-2022
DOI: 10.1186/S12889-022-13929-9
Abstract: ME/CFS is a disorder characterized by recurrent fatigue and intolerance to exertion which manifests as profound post-exertional malaise. Prevalence studies internationally have reported highly variable results due to the 20 + diagnostic criteria. For Australia, the prevalence of ME/CFS based on current case definitions is unknown. To report prevalence of ME/CFS in patients aged ≥ 13 years attending Australian primary care settings for years 2015–2019, and provide context for patterns of primary care attendance by people living with ME/CFS. Conducted in partnership with the Patient Advisory Group, this study adopted a mixed methods approach. De-identified primary care data from the national MedicineInsight program were analyzed. The cohort were regularly attending patients, i.e. 3 visits in the preceding 2 years. Crude prevalence rates were calculated for years 2015–2019, by sex, 10-year age groups, remoteness and socioeconomic status. Rates are presented per 100,000population (95% confidence intervals (CI)). Qualitative data was collected through focus groups and in-depth 1:1 interview. Qualitative evidence identified barriers to reaching diagnosis, and limited interactions with primary care due to a lack of available treatments/interventions, stigma and disbelief in ME/CFS as a condition. In each year of interest, crude prevalence in the primary care setting ranged between 94.9/100,000 (95% CI: 91.5–98.5) and 103.9/100,000 population (95%CI: 100.3–107.7), equating to between 20,140 and 22,050 people living with ME/CFS in Australia in 2020. Higher rates were observed for age groups 50-59 years and 40-49 years. Rates were substantially higher in females (130.0–141.4/100,000) compared to males (50.9–57.5/100,000). In the context of the qualitative evidence, our prevalence rates likely represent an underestimate of the true prevalence of ME/CFS in the Australian primary care setting. ME/CFS affects a substantial number of Australians. Whilst this study provides prevalence estimates for the Australian primary care setting, the qualitative evidence highlights the limitations of these. Future research should focus on using robust case ascertainment criteria in a community setting. Quantification of the burden of disease can be used to inform health policy and planning, for this understudied condition.
Publisher: Informa UK Limited
Date: 09-06-2022
Start Date: 2024
End Date: 12-2026
Amount: $455,000.00
Summary: Hybrid Technologies for Tabletop Games . This project aims to develop design tools for hybrid games that combine technology with tabletop play. Through a detailed examination of successful hybrid boardgames and an iterative, human-centered design and evaluation process that explores embedding novel sensors and tools into boardgames, it will explore the design, use, and experience of hybrid games. Expected outcomes include design of innovative and reusable components, a framework for understandin .... Hybrid Technologies for Tabletop Games . This project aims to develop design tools for hybrid games that combine technology with tabletop play. Through a detailed examination of successful hybrid boardgames and an iterative, human-centered design and evaluation process that explores embedding novel sensors and tools into boardgames, it will explore the design, use, and experience of hybrid games. Expected outcomes include design of innovative and reusable components, a framework for understanding technologies that enable hybrid play, and a theory-based design methodology. Benefits include innovation in the tabletop game sector, fostering social connections for distanced families, and new applications of games for simulations in health, defence, and logistics. Read more Read less
Funder: Australian Research Council
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