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IE '12: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
ACM2012 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
IE '12: The 8th Australasian Conference on Interactive Entertainment Auckland New Zealand July 21 - 22, 2012
ISBN:
978-1-4503-1410-7
Published:
21 July 2012
Sponsors:
Auckland University of Technology, University of Technology, Sydney

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Abstract

The Australasian Conference on Interactive Entertainment, in its eighth year, is a cross-disciplinary conference that brings together researchers from artificial intelligence, audio, cognitive science, cultural studies, drama, HCI, interactive media, media studies, psychology, computer graphics, as well as researchers from other disciplines working on new interactive entertainment specific technologies or providing critical analysis of games and interactive environments.

IE2012's overarching theme is Playing the System. This notion invites a counter-cultural perspective, offering the possibility of change by doing things differently, using systems in unforeseen ways, fighting with the computer or simply tinkering around with existing protocols. At this conference we recognize that play is valuable in itself, allowing users who playfully interact with their computers to create new realities, to become players and artists. They are not asking for permission, reading the manual or following orders. They are playing the system.

This year, IE2012 presents a collection of cutting-edge research papers, demos and exhibits in multi-disciplinary areas of play, which includes artificial intelligence, game design and serious game case studies. All accepted papers have undergone a rigorous double-blind peer review process with at least 3 reviewers each from the IE2012 Program Committee. Authors were then invited to submit either full papers or extended abstracts for further review, according to the conference criteria.

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research-article
GameFlow heuristics for designing and evaluating real-time strategy games
Article No.: 1, Pages 1–10https://doi.org/10.1145/2336727.2336728

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 ...

research-article
An investigation of Vladimir Propp's 31 functions and 8 broad character types and how they apply to the analysis of video games
Article No.: 2, Pages 1–10https://doi.org/10.1145/2336727.2336729

This paper is concerned with answering the following question: "Is Vladimir Propp's Model (31 Functions and 8 Broad Character Types) a valid model with which to analyse games from a variety of gaming genres?" More specifically what genres of games can ...

research-article
Performing design analysis: game design creativity and the theatre of the impressed
Article No.: 3, Pages 1–10https://doi.org/10.1145/2336727.2336730

We report and reflect upon the early stages of a research project that endeavours to establish a culture of critical design thinking in a tertiary game design course. We first discuss the current state of the Australian game industry and consider some ...

research-article
Personalised gaming: a motivation and overview of literature
Article No.: 4, Pages 1–10https://doi.org/10.1145/2336727.2336731

This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, ...

research-article
A feasibility study in using facial expressions analysis to evaluate player experiences
Article No.: 5, Pages 1–10https://doi.org/10.1145/2336727.2336732

Current quantitative methods of measuring player experience in games are mostly intrusive to play and less suited to natural, non-laboratory play environments. This paper presents an initial study to validate the feasibility of using facial expressions ...

research-article
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis
Article No.: 6, Pages 1–10https://doi.org/10.1145/2336727.2336733

Using gameplay metrics to articulate player interaction within game systems has received increased interest in game studies. The value of gameplay metrics comes from a desire to empirically validate over a decade of theorization of player experience and ...

research-article
A novel agent based control scheme for RTS games
Article No.: 7, Pages 1–9https://doi.org/10.1145/2336727.2336734

So far, the main focus of AI research around RTS games has been towards creating autonomous, virtual opponents to compete against human beings or other autonomous players. At the same time, popular commercial titles are increasing their emphasis on ...

research-article
Providing both physical and perceived affordances using physical games pieces on touch based tablets
Article No.: 8, Pages 1–7https://doi.org/10.1145/2336727.2336735

Whilst capacitive touch screen phones and tablets, such as the iPhone and iPad, are increasingly becoming one of the main forms of gaming platform, the nature of the touch interface and the lack of physical feedback are seen as limitations. In this ...

research-article
Usability attributes in virtual learning environments
Article No.: 9, Pages 1–10https://doi.org/10.1145/2336727.2336736

The emphasis of many studies investigating Virtual Learning Environments (VLEs), including our own, has been on evaluating whether learning has occurred and in determining what factors might have influenced learning. Participants are typically asked to ...

research-article
Understanding player experience finding a usable model for game classification
Article No.: 10, Pages 1–8https://doi.org/10.1145/2336727.2336737

Digital games receive an age restriction classification rating based on their depiction of harmful content and its presumed impact on players. While classification processes serve as predictors of the subsequent interactions between player and game text ...

research-article
An investigation of player to player character identification via personal pronouns
Article No.: 11, Pages 1–11https://doi.org/10.1145/2336727.2336738

The player character is an important feature of many games, where it is through the character that the player interacts with game world. There has been considerable interest in the relationship between the player and the player character. Much of this ...

research-article
Challenging reality using techniques from interactive drama to support social simulations in virtual worlds
Article No.: 12, Pages 1–10https://doi.org/10.1145/2336727.2336739

Simulations of social situations have great potential to be applied to many of the social problems that we find in society and organisations. Social simulations can do more than provide experience and transfer current best practice; they may be used to ...

research-article
Designing a game for occupational health and safety in the construction industry
Article No.: 13, Pages 1–8https://doi.org/10.1145/2336727.2336740

Safety in the construction industry is important because people continue to be injured on construction sites. To address this, the Australian construction industry and its regulator, the Office of the Australian Building and Construction Commissioner, ...

research-article
Experiences with design patterns for oldschool action games
Article No.: 14, Pages 1–9https://doi.org/10.1145/2336727.2336741

This article discusses the application of an Alexandrian pattern language to the design of interactive systems. It grew out of an University course titled A Pattern Approach to Action Game Design, which was offered as an elective in the Creative ...

research-article
Agent-based museum and tour guides: applying the state of the art
Article No.: 15, Pages 1–9https://doi.org/10.1145/2336727.2336742

Agent-based architectures and Intelligent Virtual Agents have been used to support education and exploration of objects and places of interest such as exhibitions, museums and historical or cultural sites. We present a number of issues from this body of ...

research-article
Beyond arcade machines: students building interactive tangible installations
Article No.: 16, Pages 1–9https://doi.org/10.1145/2336727.2336743

In a University course on phenomenology, embodiment and tangible interaction, students were asked to design and build installations that can be played. This article describes some of their works and the concept of the course. The results are critically ...

research-article
Patterns of digital game-play in Australian high school students
Article No.: 17, Pages 1–9https://doi.org/10.1145/2336727.2336744

This paper examines the varieties of digital play practices among students in two high schools in Victoria, Australia, in order to get a situated understanding of the patterns of youths' out-of-school gaming practices, and the role the respondents ...

short-paper
Videogame control device impact on the play experience
Article No.: 18, Pages 1–3https://doi.org/10.1145/2336727.2336745

New types of control devices for videogames have emerged and expanded the demographics of the game playing public, yet little is known about which populations of gamers prefer which style of interaction and why. This paper presents data from a study ...

short-paper
Flourishing and video games
Article No.: 19, Pages 1–3https://doi.org/10.1145/2336727.2336746

Studies dedicated to understanding the relationship between gaming and mental health, have traditionally focused on the effects of depression, anxiety, obsessive usage, aggression, obesity, and faltering 'real life' relationships. The complexity of game ...

short-paper
Personality & video game genre preferences
Article No.: 20, Pages 1–3https://doi.org/10.1145/2336727.2336747

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 ...

demonstration
Box Me Dumb Human installation
Article No.: 21, Pages 1–2https://doi.org/10.1145/2336727.2336748

In this article, the Box Me Dumb Human installation is described. In this installation, a large leather bunny puppet with red glowing eyes is boxed by the player, while insulting/motivating him/her with arguments taken from the AI debate. The player is ...

demonstration
NOP performance
Article No.: 22, Pages 1–3https://doi.org/10.1145/2336727.2336749

NOP is a French collective developing and questioning "New Orchestra Practices". The collective's first project, <u>NOP.nz</u>, has been taking place in New Zealand since May 2011 and uses a specific device; the Meta-Mallette. This paper introduces the ...

demonstration
SARTRE: a case-based poker web app

In this paper, we present a web implementation of a poker bot, called SARTRE, which uses case-based reasoning to play Texas Hold'em poker. SARTRE uses a memory-based approach to create a betting strategy for two-player, limit Texas Hold'em. Hand ...

demonstration
Case-based learning by observation: preliminary work

In this paper, we present an agent which uses case-based reasoning to play the real-time strategy game StarCraft. Cases are gathered through observation of human actions in particular situations, which are extracted from game log files. Cases are then ...

demonstration
Quests to mastery

A documentary film, US AND THE GAME INDUSTRY (2012) comes to you as curious field research into some works by touted international independent games developers. Three years in the making it focuses on 2D and 3D aesthetic. The games are at the more ...

Contributors
  • IT University of Copenhagen
  • Auckland University of Technology
  • Singapore Institute of Technology
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Recommendations

Acceptance Rates

Overall Acceptance Rate 64 of 148 submissions, 43%
YearSubmittedAcceptedRate
IE2014422764%
IE '13512039%
IE '06551731%
Overall1486443%