University of Portsmouth (Organisational unit)
Activity: Membership types › Membership of network or group
Dr Peter Howell (Chair),
Mr Neil Dansey (Member),
Mr Gavin Wade (Member),
Mr Ted Turnbull (Member),
Mark Eyles (Member),
Mr Daniel Mcguire Pinchbeck (Member),
Mr Matthew Higgins (Member),
Mr Ted Turnbull (Member),
Mrs Anna Limpens (Member),
Mr Mohammed Jahangir Uddin (Member),
Mrs Leila De Lara (Member), 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.
University
Name | University of Portsmouth |
---|---|
Period | 7/07/00 → … |
Country | United Kingdom |
Related information
Projects
Outputs
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
A theoretical framework of ludic knowledge: a case study in disruption and cognitive engagement
Research output: Contribution to conference › Paper › peer-review
City Block Cats
Research output: Non-textual form › Software
Everybody's Gone to the Rapture
Research output: Non-textual form › Software
Emergently-persuasive games: how players of SF0 persuade themselves
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
Postmortem: the Chinese Room's Amnesia: A Machine for Pigs
Research output: Contribution to specialist publication › Article
Disrupting the player’s schematised knowledge of game components
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
Amnesia: A Machine for Pigs
Research output: Non-textual form › Software
Schematically disruptive game design
Research output: Contribution to conference › Paper › peer-review
An affordance based model for gameplay
Research output: Contribution to conference › Paper › peer-review
Ambient role playing games: towards a grammar of endlessness
Research output: Contribution to conference › Paper › peer-review
Entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour
Research output: Contribution to conference › Paper › peer-review
RADiODiTTY
Research output: Non-textual form › Software
Contextually-ambiguous pervasive games: an exploratory study
Research output: Contribution to conference › Paper › peer-review
Pixo's "All-Go!" Rhythm
Research output: Non-textual form › Software
Ambient Quest: Pirate Moods
Research output: Non-textual form › Artefact
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
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
A systems approach to play for game design
Research output: Contribution to conference › Paper › peer-review
Mr Munchy
Research output: Non-textual form › Software
Outlining a stratified game design research methodology
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
Conscientious objector: pacifism, politics and abusing the player in Doom 3
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
Ambient games, revealing a route to a world where work is play?
Research output: Contribution to journal › Article › peer-review
Story and recall in first person shooters
Research output: Contribution to journal › Article › peer-review
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
Dear Esther: an interactive ghost story built using the Source engine
Research output: Chapter in Book/Report/Conference proceeding › Chapter (peer-reviewed) › peer-review
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
A systemic domain model for ambient pervasive persuasive games
Research output: Contribution to conference › Paper › peer-review
Epistemological issues in understanding game design, play-experience, and reportage
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
Impacts
REF2014 Impact Case Study: Game changing research
Impact: Cultural & Creative Impacts, Economic & Commercial Impacts, Practitioner Impacts
School of Creative Technologies AAA Game Development Project
Impact: Cultural & Creative Impacts, Economic & Commercial Impacts, Educational Impacts (beyond UoP)
Scarecrow Game (Working title)
Impact: Cultural & Creative Impacts, Economic & Commercial Impacts, Educational Impacts (beyond UoP)
ID: 6687206