Alex Mitchell

Orcid: 0000-0001-7849-7262

Affiliations:
  • National University of Singapore, Department of Communications and New Media
  • Nanyang Polytechnic (NYP), School of Interactive Digital Media
  • University of Toronto, Computer Systems Research Institute


According to our database1, Alex Mitchell authored at least 44 papers between 1994 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-Based Interactive Story.
Proceedings of the Interactive Storytelling, 2023

2022
"It's Fun not to Know": The Role of Uncertainty in Text-Based Online Collaborative Storytelling.
Proceedings of the Interactive Storytelling, 2022

Developing Intentional Relationships with Technologies: An Exploratory Study of Players' Experiences with Built-in Interventions in Games.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
"I need to play three times before I kind of understand": A Preliminary Exploration of Players' Reasons for (and against) Replaying a Visual Novel.
Proc. ACM Hum. Comput. Interact., 2021

Contemplative Interactions: Exploring the Use of Defamiliarization in a Serious Game to Promote Reflective Thinking about Personal Health.
Proceedings of the DIS '21: Designing Interactive Systems Conference 2021, 2021

2020
A Preliminary Categorization of Techniques for Creating Poetic Gameplay.
Game Stud., 2020

Bringing Art to Life: Examining Poetic Gameplay Devices in Interactive Life Stories.
Games Cult., 2020

Dramatic Narrative Logics: Integrating Drama into Storygames with Operational Logics.
Proceedings of the Interactive Storytelling, 2020

"How Do I Restart This Thing?" Repeat Experience and Resistance to Closure in Rewind Storygames.
Proceedings of the Interactive Storytelling, 2020

2019
Choose Your Permanent Adventure: Towards a Framework for Irreversible Storygames.
Proceedings of the Interactive Storytelling, 2019

"Is This Really Happening?": Game Mechanics as Unreliable Narrator.
Proceedings of the 2019 DiGRA International Conference: Game, 2019

Representation and Frequency of Player Choice in Player-Oriented Dynamic Difficulty Adjustment Systems.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

2018
Authoring for Interactive Storytelling - When, Why, and Do We Actually Need Authoring Tools?
Proceedings of the Interactive Storytelling, 2018

Filling in the Gaps: "Shell" Playable Characters.
Proceedings of the Interactive Storytelling, 2018

Perceived Agency as Meaningful Expression of Playable Character Personality Traits in Storygames.
Proceedings of the Interactive Storytelling, 2018

Emotional agency in storygames.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Antimimetic Rereading and Defamiliarization in Save the Date.
Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018

A Visual Interaction Cue Framework from Video Game Environments for Augmented Reality.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Wordless Games: Gameplay as Narrative Technique.
Proceedings of the Interactive Storytelling, 2017

Authoring for Interactive Storytelling Workshop.
Proceedings of the Interactive Storytelling, 2017

The AntWriter Improvisational Writing System: Visualizing and Coordinating Upcoming Actions.
Proceedings of the Interactive Storytelling, 2017

Making it Unfamiliar in the "Right" Way: An Empirical Study of Poetic Gameplay.
Proceedings of the 2017 DiGRA International Conference, 2017

Comparing Effects of Dynamic Difficulty Adjustment Systems on Video Game Experience.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

The Temporal Window: Explicit Representation of Future Actions in Improvisational Performances.
Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, 2017

2016
Beyond the Gutter - Interactivity and Closure in Comics.
Proceedings of the Interactive Storytelling, 2016

Using Theme to Author Hypertext Fiction.
Proceedings of the Interactive Storytelling, 2016

Making the Familiar Unfamiliar: Techniques for Creating Poetic Gameplay.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
Kwento: Using a Participatory Approach to Design a Family Storytelling Application for Domestic Helpers.
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015

Reflective Rereading and the SimCity Effect in Interactive Stories.
Proceedings of the Interactive Storytelling, 2015

2013
Telling Stories on the Go: Lessons from a Mobile Thematic Storytelling System.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013

2012
Reading Again for the First Time: A Model of Rereading in Interactive Stories.
Proceedings of the Interactive Storytelling - 5th International Conference, 2012

The HypeDyn hypertext fiction authoring tool.
Proceedings of the 2nd workshop on Narrative and hypertext, 2012

The paradox of rereading in hypertext fiction.
Proceedings of the 23rd ACM Conference on Hypertext and Social Media, 2012

2011
Supporting Rereadability through Narrative Play.
Proceedings of the Interactive Storytelling, 2011

Rereading in Interactive Stories: Constraints on Agency and Procedural Variation.
Proceedings of the Interactive Storytelling, 2011

Limits of rereadability in procedural interactive stories.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Motivations for Rereading in Interactive Stories: A Preliminary Investigation.
Proceedings of the Interactive Storytelling, 2010

2009
Designing Storytelling Games That Encourage <i>Narrative</i> Play.
Proceedings of the Interactive Storytelling, 2009

Designing hypertext tools to facilitate authoring multiple points-of-view stories.
Proceedings of the HYPERTEXT 2009, Proceedings of the 20th ACM Conference on Hypertext and Hypermedia, Torino, Italy, June 29, 2009

1997
Developing Social Virtual Worlds using NetEffect.
Proceedings of the 6th Workshop on Enabling Technologies (WET-ICE '97), 1997

NetEffect: a network architecture for large-scale multi-user virtual worlds.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1997

Evaluating REAL Users, Using REAL Software, Performing REAL Tasks, in REAL Contexts.
Proceedings of the Design of Computing Systems: Social and Ergonomic Considerations, 1997

1995
Learning to Write Together Using Groupware.
Proceedings of the Human Factors in Computing Systems, 1995

1994
SASSE: the collaborative editor.
Proceedings of the Conference on Human Factors in Computing Systems, 1994


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