Now showing items 21-30 of 56
Towards a manifesto for Machinima.
States of consciousness: performing sensory perceptions
(Oxford-Globe Forum, 2017-12-02)
This conference discussion paper outlines the potential impacts of our emerging scientific understanding of the breadth of human (and non-human) sensory perceptions on the future of theatrical performance. We examine how ...
Using eye-gaze visual technologies to compare consumer response in real and 3D virtual worlds: an exploratory application to retail.
(Academy of Marketing Annual Conference, 2011)
This paper reports on the development and findings of a research investigation using visual technologies to investigate comparisons into consumer responses of store-based and virtual retail environments. The visual ...
Emergence of gamified commerce: Turning Virtual to Real
This paper, published in large part in Ciaramitaro’s (2011) Virtual Worlds and E-Commerce, reflects how gaming and virtual worlds have impacted on ecommerce in recent years. A dynamic commercial environment with massive ...
Machinima: extending brand reach
Using participant observation in Machinima research.
(Games Research Methods Seminar, University of Tampere, Finland, 2010-04-08)
This paper reports on the research methodology used to investigate the social and relational aspects of Machinima, ie., the creation of original films using live and edited gamesplay from 3D games engines (Academy of ...
An investigation into gamification as a customer engagement experience environment
Purpose This study aims to provide empirically generated insights into a gamification approach to online customer engagement and behavior (CE and CEB). There is a substantive discrepancy between popular coverage and ...
Curating digital culture: Managing excellence, rigour and relevance of machinima for audiences
(14th International Colloquium on Nonprofit, Arts, Heritage and Social Marketing, 2015)