Charlynn Miller
Federation University Australia
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Featured researches published by Charlynn Miller.
2010 Second Cybercrime and Trustworthy Computing Workshop | 2010
Kylie Turville; John Yearwood; Charlynn Miller
Identity theft is not a new crime, however changes in society and the way that business is conducted have made it an easier, attractive and more lucrative crime. When a victim discovers the misuse of their identity they must then begin the process of recovery, including fixing any issues that may have been created by the misuse. For some victims this may only take a small amount of time and effort, however for others they may continue to experience issues for many years after the initial moment of discovery. To date, little research has been conducted within Australia or internationally regarding what a victim experiences as they work through the recovery process. This paper presents a summary of the identity theft domain with an emphasis on research conducted within Australia, and identifies a number of issues regarding research in this area. The paper also provides an overview of the research project currently being undertaken by the authors in obtaining an understanding of what victims of identity theft experience during the recovery process, particularly their experiences when dealing with organizations. Finally, it reports on some of the preliminary work that has already been conducted for the research project.
Behaviour & Information Technology | 2017
Leigh Achterbosch; Charlynn Miller; Peter Vamplew
ABSTRACT There is an anti-social phenomenon known as griefing that occurs in online games. Griefing refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and possibly potential gain. Achterbosch [2015. “Causes, Magnitude and Implications of Griefing in Massively Multiplayer Online Role-Playing Games.” PhD thesis, Faculty of Science and Technology, Federation University Australia] carried out a substantial two-phase mixed method investigation into the behaviour and experiences of both griefers and griefed players in massively multiplayer online role-playing games. The first phase consisted of a survey that attracted 1188 participants of a representative player population. The second phase consisted of interviews with 15 participants to expand the findings with more personalised data. The data were analysed from the perspectives of different demographics and different associations to griefing. One of the most unique findings is the factors that motivated a player to cause grief to another player. This paper analyses these factors to propose a taxonomy of ‘Griefer’ types (griefer being the individual who imposes upon others). The taxonomy consisted of eight types of griefers, based on their motivation for griefing. Some types related to previous studies, although new types of griefers were discovered such as the retaliator and elitist and these are discussed in detail in the article.
computer games | 2014
Leigh Achternbosch; Charlynn Miller; Christopher Turville; Peter Vamplew
Abstract‘Griefing’ is a term used to describe when a player within a multiplayer online environment intentionally disrupts another player’s game experience for his or her own personal enjoyment or gain. Every day a certain percentage of users of Massively Multiplayer Online Role-Playing Games (MMORPG) are experiencing some form of griefing. There have been studies conducted in the past that attempted to ascertain the factors that motivate users to play MMORPGs. A limited number of studies specifically examined the motivations of users who perform griefing (who are also known as ‘griefers’). However, those studies did not examine the motivations of users subjected to griefing. Therefore, the aim of this paper is to examine the factors that motivate the subjects of griefing to play MMORPGs, as well as the factors motivating the griefers.The authors conducted an online survey with the intention to discover the motivations for playing MMORPGs among those whom identified themselves as (i) those that perform griefing, and (ii) those who have been subjected to griefing. A previously devised motivational model by Nick Yee that incorporated ten factors was used to determine the respondents’ motivational trends. In general, players who identified themselves as griefers were more likely to be motivated by all three ‘achievement’ sub-factors (advancement, game mechanics and competition) at the detriment of all other factors. The subjects of griefing were highly motivated by ‘advancement’ and ‘mechanics’, but they ranked ‘competition’ significantly lower (compared to the griefers). In addition, ‘immersion’ factors were rated highly by the respondents who were subjected to griefing, with a significantly higher rating of the ‘escapism’ factor (compared with rankings by griefers). In comparison to the griefers, the respondents subjected to griefing with many years’ experience in the genre of MMORPGs, also placed a greater emphasis on the ‘socializing’ and ‘relationship’ factors. Overall, the griefers in this survey considered ‘achievement’ to be a prime motivating factor, whereas the griefed players tended to be motivated by all ten factors to a similar degree.
computer games | 2017
Leigh Achterbosch; Charlynn Miller; Christopher Turville; Peter Vamplew
The original version of this article unfortunately contained a mistake. The family name and the e-mail address of the first author have been incorrectly updated as Leigh Achternbosch ([email protected]) instead of Leigh Achterbosch ([email protected]).
Internet and Higher Education | 2009
Mark J. W. Lee; Charlynn Miller; Leon Newnham
Educational Media International | 2008
Mark J. W. Lee; Charlynn Miller; Leon Newnham
Paediatrics and Child Health | 2000
Drew R. Davis; D. Faucher; D. McMillan; A. Ohlsson; G. Pekeles; J. Van Aerde; M. Vincer; R. Walker; J. Watts; James A. Lemons; Lillian R. Blackmon; W P Jr Kanto; Hugh MacDonald; Charlynn Miller; Lu Ann Papile; Warren Rosenfeld; C. T. Shoemaker; Michael E. Speer; R. M. Ward; Bradley Bates; D. G. McCarver; D. A. Notterman; P. D. Walson; D. N. Weismann; Jeremy Wilson; L. J. Means; L. Ferrari; A. Bailey; R E Jr Brown; P. Davidson
australasian computing education conference | 2014
Brian R. von Konsky; Asheley Jones; Charlynn Miller
ASCILITE 2013: 30th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education | 2013
Sue Gregory; Brent Gregory; Torsten Reiners; Ali Fardinpour; Mathew Hillier; Mark J. W. Lee; Lisa Jacka; Des Butler; David J. Holloway; Scott Grant; Merle Hearns; Kim Flintoff; Jay Jay Jegathesan; David Ellis; Marcus McDonald; Frederick Stokes-Thompson; Belma Gaukrodger; Jason Zagami; Chris Campbell; Xiangyu Wang; Jamie Garcia Salinas; Swee Kin Loke; Sheila Scutter; Christine Newman; Ning Gu; Stefan Schutt; Helen Farley; Anton Bogdanovych; Tomas Trescak; Simeon J. Simoff
Procedia - Social and Behavioral Sciences | 2010
Blake Peck; Charlynn Miller