Martin R. Gibbs

Orcid: 0000-0002-1990-1955

Affiliations:
  • University of Melbourne, School of Computing and Information Systems, Australia


According to our database1, Martin R. Gibbs authored at least 99 papers between 2003 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2023
Media, mortality and necro-technologies: Eulogies for dead media.
New Media Soc., August, 2023

"What are you Bringing to the Table?": The Something Awful Let's Play Community as a Serious Leisure Subculture.
Games Cult., May, 2023

Personalised But Impersonal: Listeners' Experiences of Algorithmic Curation on Music Streaming Services.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Bones of Contention: Social Acceptance of Digital Cemetery Technologies.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
'Don't mess with my algorithm': Exploring the relationship between listeners and automated curation and recommendation on music streaming services.
First Monday, 2022

Synchronizing multi-perspectival data of children's digital play at home.
Digit. Creativity, 2022

2021
More Than a Gimmick - Digital Tools for Boardgame Play.
Proc. ACM Hum. Comput. Interact., 2021

Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games.
Games Cult., 2021

The Ethics of Multiplayer Game Design and Community Management: Industry Perspectives and Challenges.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Unpacking "Boardgames with Apps": The Hybrid Digital Boardgame Model.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Word Play: A History of Voice Interaction in Digital Games.
Games Cult., 2020

2019
Introduction to the Special Issue: The Game is the Message, Selected Articles from the 2018 International DIGRA Conference.
Trans. Digit. Games Res. Assoc., 2019

'Death by Twitter': Understanding false death announcements on social media and the performance of platform cultural capital.
First Monday, 2019

Apathetic Villagers and the Trolls Who Love Them: Player Amorality in Online Multiplayer Games.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Frame Analysis of Voice Interaction Gameplay.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Introduction to the Special Issue.
Trans. Digit. Games Res. Assoc., 2018

Children and Minecraft: A survey of children's digital play.
New Media Soc., 2018

Finding Time for Tabletop: Board Game Play and Parenting.
Games Cult., 2018

Design Patterns for Voice Interaction in Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Cooperating to Compete: the Mutuality of Cooperation and Competition in Boardgame Play.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Designing for Bodily Interplay in Social Exertion Games.
ACM Trans. Comput. Hum. Interact., 2017

What can We Learn from Eye Tracking Boardgame Play?
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
"I Love All the Bits": The Materiality of Boardgames.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Introduction: What 'is' Australian Game Studies?
Trans. Digit. Games Res. Assoc., 2015

Voice in Virtual Worlds: The Design, Use, and Influence of Voice Chat in Online Play.
Hum. Comput. Interact., 2015

The Demarcation Problem in Multiplayer Games: Boundary-Work in EVE Online's eSport.
Game Stud., 2015

Help Me Keep My Stuff Safe: Designing a Collaborative Online Repository for Young People in Care.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Proxy Users, Use By Proxy: Mapping Forms of Intermediary Interaction.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ.
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, 2015

Digitising Boardgames: Issues and Tensions.
Proceedings of the 2015 DiGRA International Conference: Diversity of Play, 2015

Player Identity Dissonance and Voice Interaction in Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
The Roll of the Dice in Warhammer 40, 000.
Trans. Digit. Games Res. Assoc., 2014

Consumer Issues for Planning and Managing Digital Legacies [Leading Edge].
IEEE Technol. Soc. Mag., 2014

Drafting an Army: The Playful Pastime of Warhammer 40, 000.
Games Cult., 2014

Designing mediated combat play.
Proceedings of the Eighth International Conference on Tangible, 2014

Mixed reality stories: how creative writers integrate virtual and physical realities.
Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures, 2014

Screen ecologies, multi-gaming and designing for different registers of engagement.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Paradigms of games research in HCI: a review of 10 years of research at CHI.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Supporting the creative game design process with exertion cards.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Introduction to the Special Issue on the Death, Afterlife, and Immortality of Bodies and Data.
Inf. Soc., 2013

ISTAS'12: Technology and Society in Asia [Guest Editorial].
IEEE Technol. Soc. Mag., 2013

Managing Multiple Influences: Self-Monitoring and Social Comparison at the Same Time and Context.
Proceedings of the Adjunct Proceedings of the 8th International Conference on Persuasive Technology, 2013

Being chased by zombies!: understanding the experience of mixed reality quests.
Proceedings of the Augmentation, Application, Innovation, Collaboration, OzCHI '13, Adelaide, Australia - November 25, 2013

Reflections on designing networked exertion games.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Designing in sensitive settings: workshops to design a technology to commemorate black saturday.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

Death and dying in DayZ.
Proceedings of the 9th Australasian Conference on Interactive Entertainment, 2013

eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

The Pretence Awareness Contexts and Oscillating Nature of Coaching Frames.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Everyone's a Winner at Warhammer 40K (or, at least not a loser).
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

2012
Come play with me: designing technologies for intergenerational play.
Univers. Access Inf. Soc., 2012

Tombstones, Uncanny Monuments and Epic Quests: Memorials in World of Warcraft.
Game Stud., 2012

Design considerations for after death: comparing the affordances of three online platforms.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

"Friendly, don't shoot!": how communication design can enable novel social interactions.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

Avatars, characters, players and users: multiple identities at/in play.
Proceedings of the 24th Australian Computer-Human Interaction Conference, OzCHI '12, Melbourne, VIC, Australia - November 26, 2012

Metagames, paragames and orthogames: a new vocabulary.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Balancing exertion experiences.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Demo hour.
Interactions, 2011

Poets and blacksmiths: implications for global memorialization using digital technology.
Interactions, 2011

Designing sports: a framework for exertion games.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Suicide effects: designing for death.
Proceedings of the Fifth International Conference on Communities and Technologies, 2011

2010
Speaking in Character: Voice Communication in Virtual Worlds.
Proceedings of the Online Worlds: Convergence of the Real and the Virtual, 2010

An Exploration of Exertion in Mixed Reality Systems via the "Table Tennis for Three" Game.
Proceedings of the Engineering of Mixed Reality Systems, 2010

Towards understanding how to design for social play in exertion games.
Pers. Ubiquitous Comput., 2010

ICT, rural dilution and the new rurality: a case study of 'WheatCliffs'.
J. Community Informatics, 2010

Considerations for the design of networked exertion interactions.
Int. J. Arts Technol., 2010

Jogging over a distance between Europe and Australia.
Proceedings of the 23rd Annual ACM Symposium on User Interface Software and Technology, 2010

Jogging over a distance: the influence of design in parallel exertion games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010

Time, technology, and the rhythms of daily life.
Proceedings of the 2010 IEEE International Symposium on Technology and Society, 2010

2009
Phatic Interactions: Being Aware and Feeling Connected.
Proceedings of the Awareness Systems - Advances in Theory, Methodology and Design, 2009

The Magic Box and Collage: Responding to the challenge of distributed intergenerational play.
Int. J. Hum. Comput. Stud., 2009

A framework for exertion interactions over a distance.
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009

You <i>can</i> be too rich: mediated communication in a virtual world.
Proceedings of the 21st Australasian Computer-Human Interaction Conference, 2009

Brute force interactions: leveraging intense physical actions in gaming.
Proceedings of the 21st Australasian Computer-Human Interaction Conference, 2009

The mousegrip.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Design influence on social play in distributed exertion games.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Remote impact: shadowboxing over a distance.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
Remembering Things.
Inf. Soc., 2008

The Design of Networked Exertion Games.
J. Virtual Real. Broadcast., 2008

Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis.
Comput. Entertain., 2008

Taxonomy of exertion games.
Proceedings of the 20th Australasian Computer-Human Interaction Conference, 2008

2007
Trouble at Kookaburra Hollow: how media mediate.
J. Community Informatics, 2007

Evaluating a distributed physical leisure game for three players.
Proceedings of the 2007 Australasian Computer-Human Interaction Conference, 2007

Brute force as input for networked gaming.
Proceedings of the 2007 Australasian Computer-Human Interaction Conference, 2007

How probes work.
Proceedings of the 2007 Australasian Computer-Human Interaction Conference, 2007

Speaking in character: using voice-over-IP to communicate within MMORPGs.
Proceedings of the 4th Australasian Conference on Interactive Entertainment, 2007

A physical three-way interactive game based on table tennis.
Proceedings of the 4th Australasian Conference on Interactive Entertainment, 2007

Building a table tennis game for three players.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2007

2006
A table tennis game for three players.
Proceedings of the 2006 Australasian Computer-Human Interaction Conference, 2006

A magic box for understanding intergenerational play.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

2005
Factors influencing users' decisions to adopt voice communication in online console games.
Int. J. Adv. Media Commun., 2005

Online Community Building Techniques Used by Video Game Developers.
Proceedings of the Entertainment Computing, 2005

Mediating intimacy: designing technologies to support strong-tie relationships.
Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

Hug over a distance.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

2004
Knowledge strategy in organizations: refining the model of Hansen, Nohria and Tierney.
J. Strateg. Inf. Syst., 2004

Using Cultural Probes to Explore Mediated Intimacy.
Australas. J. Inf. Syst., 2004

Social Translucence of the Xbox Live Voice Channel.
Proceedings of the Entertainment Computing, 2004

2003
Supporting Knowledge Strategy in Consulting Organizations: Codification, Personalization or Both.
Proceedings of the Seventh Pacific Asia Conference on Information Systems, 2003

Meeting privacy obligations: the implications for information systems development.
Proceedings of the 11th European Conference on Information Systems, 2003


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