Tim Marsh

Orcid: 0000-0003-1829-8370

According to our database1, Tim Marsh authored at least 33 papers between 1999 and 2021.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2021
Between Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework.
Proceedings of the Serious Games - Joint International Conference, 2021

Using Indie Games to Inform Serious Mental Health Games Design.
Proceedings of the Serious Games - Joint International Conference, 2021

A Review of Indie Games for Serious Mental Health Game Design.
Proceedings of the Serious Games - Joint International Conference, 2021

2019
Water Bodies: VR Interactive Narrative and Gameplay for Social Impact.
Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry, 2019

2017
Editorial.
Entertain. Comput., 2017

Experimental Serious Games: Short Form Narrative in Augmented Reality Dioramas.
Proceedings of the Serious Games - Third Joint International Conference, 2017

Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

2016
Special issue title: Entertainment in serious games and entertaining serious purposes.
Entertain. Comput., 2016

Slow serious games, interactions and play: Designing for positive and serious experience and reflection.
Entertain. Comput., 2016

Framing Activity-Based Narrative in Serious Games Play-Grounds Through Objective and Motive.
Proceedings of the Serious Games - Second Joint International Conference, 2016

VR Immersive Slow Reef Experience.
Proceedings of the Serious Games - Second Joint International Conference, 2016

2015
Designing for Positive and Serious Experience: Devices for Creativity, Engagement, Reflection and Learning.
Proceedings of the Serious Games - First Joint International Conference, 2015

Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

2014
Spheres and Lenses: Activity-Based Scenario / Narrative Approach for Design and Evaluation of Entertainment through Engagement.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

2013
Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior.
Proceedings of the Persuasive Technology - 8th International Conference, 2013

2012
Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum.
Proceedings of the Serious Games Development and Applications, 2012

Experience in Serious Games: Between Positive and Serious Experience.
Proceedings of the Serious Games Development and Applications, 2012

2011
Serious games continuum: Between games for purpose and experiential environments for purpose.
Entertain. Comput., 2011

Fun and learning: the power of narrative.
Proceedings of the Foundations of Digital Games, 2011

Fun <i>and</i> Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters.
Proceedings of the Serious Games and Edutainment Applications., 2011

2010
Are We Game? A Study Of The Social Factors And Motivations Behind Video Gaming Amongst Female Undergraduates.
Int. J. Intell. Games Simul., 2010

The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience.
Proceedings of the Entertainment Computing - ICEC 2010, 9th International Conference, 2010

Investigation of software patterns of user experience.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2008
Immersidata Analysis: Four Case Studies.
Computer, 2008

Film informing design for contemplative gameplay.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

2006
Game development for experience through staying there.
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 2006

2005
Automating the detection of breaks in continuous user experience with computer games.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

2004
Evaluating design guidelines for reducing user disorientation in a desktop virtual environment.
Virtual Real., 2004

2003
Presence as Experience: Film Informing Ways of Staying There.
Presence Teleoperators Virtual Environ., 2003

2002
Towards invisible style of computer-mediated activity : transparency and continuity.
PhD thesis, 2002

2001
Evaluation for the Design of Experience in Virtual Environments: Modeling Breakdown of Interaction and Illusion.
Cyberpsychology Behav. Soc. Netw., 2001

1999
Evaluation of virtual reality systems for usability.
Proceedings of the CHI '99 Extended Abstracts on Human Factors in Computing Systems, 1999

Articulation of Spatial Information: 3D Shapes.
Proceedings of the Visual Representations and Interpretations, 1999


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