Proceedings of the Sixth Australasian Conference on Interactive Entertainment


Book Description

IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.







Theorizing Stupid Media


Book Description

This book explores the stupid as it manifests in media—the cinema, television and streamed content, and videogames. The stupid is theorized not as a pejorative term but to address media that “fails” to conform to established narrative conventions, often surfacing at evolutionary moments. The Transformers franchise is often dismissed as being stupid because its stylistic vernacular privileges kinetic qualities over conventional narration. Similarly, the stupid is often present in genre fails like mother!, or in instances of narrative dissonance—joyously in Adventure Time; more controversially in Gone Home— where a story “feels off” It also manifests in “ludonarrative dissonance” when gameplay and narrative seemingly run counter to one another in videogames like Undertale and Bioshock. This book is addressed to those interested in media that is quirky, spectacle-driven, or generally hard to place—stupid!




Aging with a Plan


Book Description

This book offers a concise, comprehensive resource for middle-aged readers who are facing the prospects of their own aging and of caring for elderly relatives—an often overwhelming task for which little in life prepares us. Everyone ages, and nearly everyone will also experience having to support aging relatives. Being prepared is the best way to handle this inevitable life stage. This book addresses a breadth of topics that are relevant to aging and caring for the elderly, analyzing each thoroughly and providing up-to-date, practical advice. It can serve as a concise and comprehensive resource read start-to-finish to plan for an individual's own old age or to anticipate the needs of aging relatives, or as a quick-reference guide on specific issues and topics as relevant to each reader's situation and needs. Using an interdisciplinary approach, Aging with a Plan: How a Little Thought Today Can Vastly Improve Your Tomorrow develops recommendations for building sustainable social, legal, medical, and financial support systems that can promote a good quality of life throughout the aging process. Chapters address critical topics such as retirement savings and expenses, residential settings, legal planning, the elderly and driving, long-term care, and end-of-life decisions. The author combines analysis of recent research on the challenges of aging with engaging anecdotes and personal observations. By following the recommendations in this book, readers in their 40s, 50s, and early 60s will greatly benefit from learning about the issues regarding aging in the 21st century—and from investing some effort in planning for their old age and that of their loved ones.




Rhythm, Play and Interaction Design


Book Description

There are rhythms of action and response to all human-computer interactions. As we click, swipe, tap and sway to their beats, these rhythms intersect with the rhythms of our everyday lives. Perhaps they synchronize, perhaps they disrupt each other or maybe they dance together. Whatever their impact our experience of these rhythms will colour our experience of an interaction design. In playful interactive applications, rhythm is especially crucial because of the role it performs in building and maintaining the precarious spirit of play. Play involves movement and this movement has a rhythm that drives the experience. But what is the character of these rhythms of play and how can they be used in the design of interactive applications? These questions are the focus of this book. Drawing on traditions of rhythmic design practice in dance, performance, music and architecture, this book reveals key insights into practical strategies for designing playful rhythmic experience. With playful experiences now being incorporated into almost every type of computer application, interaction design practitioners and researchers need to develop a deeper understanding of the specific character of rhythms within play. Written from a designer's perspective, with interviews from leading creative artists and interaction design practitioners, Rhythm, Play and Interaction Design will help practitioners, researchers and students understand, evaluate and create rhythmic experiences.




Playing Dystopia


Book Description

Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games.




The Language of Dystopia


Book Description

This book presents an extended account of the language of dystopia, exploring the creativity and style of dystopian narratives and mapping the development of the genre from its early origins through to contemporary practice. Drawing upon stylistic, cognitive-poetic and narratological approaches, the work proposes a stylistic profile of dystopia, arguing for a reader-led discussion of genre that takes into account reader subjectivity and personal conceptualisations of prototypicality. In examining and identifying those aspects of language that characterise dystopian narratives and the experience of reading dystopian fictions, the work discusses in particular the manipulation and construction of dystopian languages, the conceptualisation of dystopian worlds, the reading of dystopian minds, the projection of dystopian ethics, the unreliability of dystopian refraction, and the evolution and hybridity of the dystopian genre.




The Second Australasian Conference on Interactive Entertainment


Book Description

The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.




Multiplayer


Book Description

In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.




HCI in Games


Book Description

This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.