Marcus Carter

Orcid: 0000-0002-4866-4928

According to our database1, Marcus Carter authored at least 63 papers between 2012 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Cryptogames: The promises of blockchain for the future of the videogame industry.
New Media Soc., 2024

'The metaverse and how we'll build it': The political economy of Meta's Reality Labs.
New Media Soc., 2024

A Hybrid Revolution: The Appeal of Hybrid Gaming on the Nintendo Switch.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

Memorable Play in Dungeons & Dragons: Understanding the Relationship Between TTRPG Design and Peak Play Experiences.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

2023
What are the risks of Virtual Reality data? Learning Analytics, Algorithmic Bias and a Fantasy of Perfect Data.
New Media Soc., March, 2023

2022
'The interface of the future': Mixed reality, intimate data and imagined temporalities.
Big Data Soc., January, 2022

Oculus imaginaries: The promises and perils of Facebook's virtual reality.
New Media Soc., 2022

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

Watching Animal-Computer Interaction: Effects on Perceptions of Animal Intellect.
Proceedings of the Ninth International Conference on Animal-Computer Interaction, 2022

2021
Critical questions for Facebook's virtual reality: data, power and the metaverse.
Internet Policy Rev., 2021

Pivotal Play: Rethinking Meaningful Play in Games Through Death in <i>Dungeons & Dragons</i>.
Games Cult., 2021

Improving ethical attitudes to animals with digital technologies: the case of apes and zoos.
Ethics Inf. Technol., 2021

It is Not an Island It's A World: Fortnite and "Worldness".
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

2020
Situating the Appeal of <i>Fortnite</i> Within Children's Changing Play Cultures.
Games Cult., 2020

Valuing Play in Survivor: A Constructionist Approach to Multiplayer Games.
Games Cult., 2020

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

Co-Designing with Orangutans: Enhancing the Design of Enrichment for Animals.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Roguelike ancestry network visualisation: insights from the roguelike community.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

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

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

VRmove: Design Framework for Balancing Enjoyment, Movement and Exertion in VR Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

New Research Perspectives on Game Design and Development Education.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

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

2017
Motion Correlation: Selecting Objects by Matching Their Movement.
ACM Trans. Comput. Hum. Interact., 2017

Interactive technology and human-animal encounters at the zoo.
Int. J. Hum. Comput. Stud., 2017

Supporting animal welfare with automatic tracking of giraffes with thermal cameras.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

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

Kinecting with Orangutans: Zoo Visitors' Empathetic Responses to Animals? Use of Interactive Technology.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Multimodal Segmentation on a Large Interactive Tabletop: Extending Interaction on Horizontal Surfaces with Gaze.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

Public DisPLAY: social games on interactive public screens.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

HandLog: a deformable tangible device for continuous input through finger flexion.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

The Emergence of EyePlay: A Survey of Eye Interaction in Games.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Exploring the Effects of Gaze Awareness on Multiplayer Gameplay.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

HCI Goes to the Zoo: [Workshop Proposal].
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

PathSync: Multi-User Gestural Interaction with Touchless Rhythmic Path Mimicry.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Sound to your objects: a novel design approach to evaluate orangutans' interest in sound-based stimuli.
Proceedings of the Third International Conference on Animal-Computer Interaction, 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

Emitexts and Paratexts: Propaganda in <i>EVE Online</i>.
Games Cult., 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

Remote Gaze and Gesture Tracking on the Microsoft Kinect: Investigating the Role of Feedback.
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

EVE is Real.
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

Games Against Health: A Player-Centered Design Philosophy.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Cross-disciplinary perspectives on animal welfare science and animal-computer interaction.
Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015

Naturalism and ACI: augmenting zoo enclosures with digital technology.
Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015

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

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

Implicit and explicit interactions in video mediated collaboration.
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

2013
E-sports on the rise?: Critical considerations on the growth and erosion of organized digital gaming competitions.
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

Ruthless play.
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

Constructing the Ideal EVE Online Player.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

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


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