Gaming calls upon a range of senses (including audio, visual and haptic interactions), all of which contribute to and, in combination, enhance the player experience. The core question here is, How can we leverage the human perception system to improve the game experience/game design?
- Fidelity and levels of realism: How much audio and visual fidelity is really needed? How does that fidelity impact our experience?
- Study of cross-modal perception and interactions: How does sound work with image in the context of a game?
- Aesthetic considerations in games: How do the aesthetics alter the appeal of the game, as well as our experience?
- Embodiment and haptics (input and output modalities): How do new interfaces/interaction devices using the body as input device influence the player’s experience?
Publications & Presentations
|GhasemAghaei, Reza, Ali Arya, and Robert Biddle||"Design Practices for Multimodal Affective Mathematical Learning." In IEEE CSSE: 20th International Symposium on Computer Science and Software Engineering, Tabriz, Iran, 2015.||Multimodality in the Game||Conf. Paper||Carleton|
|Voorhees, G.||"Monsters, Nazis and Tangos: The Normalization of the First-Person Shooter. "In Guns, Grenades and Grunts: First Person-Shooter Games, edited by G. Voorhees, J. Call and K. Whitlock, 89-111. NYC: Continuum International Publishing. 2012.||Multimodality in the Game; Cultural and Social Interactions||Book Chapter||UWaterloo|
|GhasemAghaei, Reza, Ali Arya, and Robert Biddle||"Multimodal software for affective education: UI design." In Ed-Media: World Conference on Educational Media and Technology, Montreal, Canada, 2015. Association for the Advancement of Computing in Education.||Multimodality in the Game||Conf. Paper||Carleton|
|GhasemAghaei, Reza, Ali Arya, and Robert Biddle.||"The made framework: Multimodal software for affective education." In Ed-Media: World Conference on Educational Media and Technology, Montreal, Canada, 2015. Association for the Advancement of Computing in Education.||Multimodality in the Game||Conf. Paper||Carleton|
|Hancock, Michael.||“Gamer Profiles: The Split-Screener.” Medium Difficulty. 17 April 2013. Web. July 10, 2013.||Multimodality in the Game; Narrative and Dialogue in Games||Journal Article||UWaterloo|
|Hancock, Michael, L. Burr, A. Houston||“Hacking the Humanities: Bonfire retrospective and failed ARGs.” Digital Studies/Le Champ Numerique. Special issue “ARGs in the Real World.” Ed. By Kent Aardse. forthcoming 2016.||Multimodality in the Game||Journal Article||UWaterloo|
|Seyed Ali Etemad and Ali Arya||“Mining Expert-driven Models for Affective Motion”, ACM CHI (Workshop on Gesture-based Interaction Design: Communication and Cognition), 2014.||Multimodality in the Game||Conf. Paper||Carleton|
|Ehrentraut, Judy.||“The New Mobile Subject: Space, Agency, and Ownership in the Techno-Utopian Age.” The Individual and Utopia: A Multidisciplinary Study of Humanity and Perfection. Eds. Clint Jones and Cameron Ellis. Ashgate Publishing: Surrey, UK, 2015. 259-278. Print.||Multimodality in the Game||Book Chapter||UWaterloo|
|Collins, Karen||A History of Electronic Handheld and Mobile Video Game Sound. The Oxford Handbook of Mobile Music Studies, (eds. Sumanth Gopinath and Jason Stanyek), Oxford University Press. 2014||Multimodality in the Game||Book Chapter||UWaterloo|
|Dockwray R. , and K. Collins.||A Symphony of Sound: Surround Sound and Formula One Racing Games. Living Stereo. Continuum International Publishing Group (ed. Paul Théberge, Kyle Devine and Tom Everett) 2015||Multimodality in the Game||Conf. Paper||Multiple Institutions|
|Valtchanov, D., & Ellard, C. G.||Cognitive and affective responses to natural scenes: Effects of low level visual properties on preference, cognitive load and eye-movements. Journal of Environmental Psychology, 43, 184-195. 2015.||Multimodality in the Game||Journal Article||UWaterloo|
|Voorhees, G.||Criticism and Control: Procedure, Process and Possibility Space. In M. Wysocki, Ed., 9-20. Ctrl-Alt-Play: Essays on Control in Video Gaming. Jefferson, NC: McFarland. (LEAD CHAPTER). 2013.||Multimodality in the Game||Journal Article||UWaterloo|
|Collins, Karen||Entry on “Video Game Music”, Encyclopaedia of Popular Music of the World, Part III: Genres. London: Continuum (Ed. John Shephard). 2015||Multimodality in the Game||Conf. Paper||UWaterloo|
|Collins, Karen||Grand Theft Audio?: Video Games and Licensed IP. Popular Music and Multimedia, Ed. J. McQuinn. Aldershot: Ashgate 2011. Reprint of 2008 journal article.||Multimodality in the Game||Journal Article||UWaterloo|
|Voorhees, G. with J. Call and K. Whitlock, Eds.||Guns, Grenades and Grunts: First Person-Shooter Games. NYC: Continuum International Publishing. 2012.||Multimodality in the Game||Book||Multiple Institutions|
|Collins, Karen||Implications of Interactivity: What does it mean for sound to be interactive? Oxford Handbook of Audio-Visual Aesthetics. (Eds. John Richardson and Claudia Gorbman). Oxford: Oxford University Press 2013.||Multimodality in the Game||Book Chapter||UWaterloo|
|MacLaren, V., Harrigan, K., & Dixon, M.||An introduction to video instant ticket vending machines.” Journal of Gambling Issues, vol. 30, 2015, pp. 22–34., doi:10.4309/jgi.2015.30.3.||Multimodality in the Game; Interactions and Gameplay Mechanics||Journal Article||Multiple Institutions|
|Voorhees, G.||Neoliberal Masculinity: The Government of Play and Masculinity in E-Sports. In R. Brookey and T. Oates, Eds., Perspectives on Sports and Digital Games, 63-91. Bloomington IN, Indiana University Press. 2015.||Multimodality in the Game and Games that Change Behaviour||Journal Article||UWaterloo|
|Collins, Karen||One-Bit Wonders: Video Game Sound Before the Crash. Before the Crash: Early Video Game History (ed. Mark J. P. Wolf), 119-137. Wayne State University Press. 2012||Multimodality in the Game||Conf. Paper||UWaterloo|
|Voorhees, G.||Online FPS Games. In Encyclopedia of Digital Communication and Society, 708-717. Hoboken, NJ: Wiley-Blackwell. 2014.||Multimodality in the Game||Journal Article||UWaterloo|
|Collins, Karen||Playing With Sound: A Theory of Interacting with Sound and Music in Video Games. Cambridge, Mass: The MIT Press. 2013.||Multimodality in the Game||Book||UWaterloo|
|Voorhees, G.||Shooting Games. In M. Wolf and B. Perron, Eds., Routledge Companion to Videogames. NYC: Routledge. 2013.||Multimodality in the Game||Journal Article||UWaterloo|
|Collins, Karen and Kapralos, B.||Sound design for interactive media: Introducing students to sound. Journal of Sonic Studies 6(1), 2014.||Multimodality in the Game||Journal Article||UWaterloo|
|Voorhees, G., J. Call and K. Whitlock||Things That Go Boom: From Guns to Griefing. In Guns, Grenades and Grunts: First Person-Shooter Games, edited by Gerald Voorhees, Josh Call and Katie Whitlock, 1-21. NYC: Continuum International Publishing. 2012.||Multimodality in the Game||Book||Multiple Institutions|