Description of Activity
The Advanced Games Research Group has been running within the School of Creative Technologies at the University of Portsmouth since 2006.A key feature of the research group is research-informed practice. The majority of our projects have a significant developmental aspect, with research directly feeding into the design, development, and release of a range of games, both commercial and free.
Period | 2006 → … |
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Degree of Recognition | International |
Related content
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Research outputs
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Ambient role playing games: towards a grammar of endlessness
Research output: Contribution to conference › Paper › peer-review
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Schematically disruptive game design
Research output: Contribution to conference › Paper › peer-review
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An affordance based model for gameplay
Research output: Contribution to conference › Paper › peer-review
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Entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour
Research output: Contribution to conference › Paper › peer-review
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A first-hand account of Quicksilva and its part in the birth of the UK games industry, 1981–1982
Research output: Contribution to journal › Article › peer-review
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A theoretical framework of ludic knowledge: a case study in disruption and cognitive engagement
Research output: Contribution to conference › Paper › peer-review
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City Block Cats
Research output: Non-textual form › Software
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Ambient Quest: Pirate Moods
Research output: Non-textual form › Artefact
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Epistemological issues in understanding game design, play-experience, and reportage
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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Everybody's Gone to the Rapture
Research output: Non-textual form › Software
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Outlining a stratified game design research methodology
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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Trigens can't swim: intelligence and intentionality in first person game worlds
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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Emergently-persuasive games: how players of SF0 persuade themselves
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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A systemic domain model for ambient pervasive persuasive games
Research output: Contribution to conference › Paper › peer-review
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Story and recall in first person shooters
Research output: Contribution to journal › Article › peer-review
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Mr Munchy
Research output: Non-textual form › Software
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RADiODiTTY
Research output: Non-textual form › Software
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Pixo's "All-Go!" Rhythm
Research output: Non-textual form › Software
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Shock, horror? first-person gaming, horror, and the art of ludic manipulation
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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Contextually-ambiguous pervasive games: an exploratory study
Research output: Contribution to conference › Paper › peer-review
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Ambient games, revealing a route to a world where work is play?
Research output: Contribution to journal › Article › peer-review
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Dear Esther: an interactive ghost story built using the Source engine
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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Disrupting the player’s schematised knowledge of game components
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
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Amnesia: A Machine for Pigs
Research output: Non-textual form › Software
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An analysis of persistent non-player characters in the first-person gaming genre 1998-2007: a case for the fusion of mechanics and diegetics
Research output: Contribution to journal › Article › peer-review
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Facilitating creativity without restrictions: a pilot implementation of an idea generation game
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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Postmortem: the Chinese Room's Amnesia: A Machine for Pigs
Research output: Contribution to specialist publication › Article
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A systems approach to play for game design
Research output: Contribution to conference › Paper › peer-review
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Conscientious objector: pacifism, politics and abusing the player in Doom 3
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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Student theses
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A grounded theory of emergent benefit in pervasive game experiences
Student thesis: Doctoral Thesis
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An investigation of ambient gameplay
Student thesis: Doctoral Thesis