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Dive into the research topics where Mitchell Harrop is active.

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Featured researches published by Mitchell Harrop.


annual symposium on computer human interaction in play | 2014

Paradigms of games research in HCI: a review of 10 years of research at CHI

Marcus Carter; John Downs; Bjorn Nansen; Mitchell Harrop; Martin R. Gibbs

In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.


designing interactive systems | 2016

Uncovering the Honeypot Effect: How Audiences Engage with Public Interactive Systems

Niels Wouters; John Downs; Mitchell Harrop; Travis Cox; Eduardo Araujo Oliveira; Sarah Webber; Frank Vetere; Andrew Vande Moere

In HCI, the honeypot effect describes how people interacting with a system passively stimulate passers-by to observe, approach and engage in an interaction. Previous research has revealed the successive engagement phases and zones of the honeypot effect. However, there is little insight into: 1) how people are stimulated to transition between phases; 2) what aspects drive the honeypot effect apart from watching others; and 3) what constraints affect its self-reinforcing performance. In this paper, we discuss the honeypot effect as a spatiotemporal model of trajectories and influences. We introduce the Honeypot Model based on the analysis of observations and interaction logs from Encounters, a public installation that interactively translated bodily movements into a dynamic visual and sonic output. In providing a model that describes trajectories and influences of audience engagement in public interactive systems, our paper seeks to inform researchers and designers to consider contextual, spatial and social factors that influence audience engagement.


Games and Culture | 2014

Drafting an Army The Playful Pastime of Warhammer 40,000

Marcus Carter; Martin R. Gibbs; Mitchell Harrop

Multiple recent works have emphasized the contribution that nondigital game scholarship can make to the study of games and gameplay. Warhammer 40,000 is the market dominator of the nondigital tabletop wargame genre. In this article, we perform a ludological analysis of the process of preparing, or drafting, an army for a competitive Warhammer 40,000 tournament. We find that there are four interrelated categories of resources that influence this fundamentally playful process. Our results indicate that this process of preparation constitutes a core component of the appeal of Warhammer 40,000. This emphasizes the importance of understanding the diverse activities that go into gameplay that often exceed the computer game “client” or board of play. We suggest the category of engagement pastime to encapsulate these extended, ongoing elements of Warhammer 40,000’s appeal, which we define as a collection of interlinked and associated activities that serve to occupy one’s time and thoughts pleasantly.


australasian computer-human interaction conference | 2015

Everybody Dance Now: Tensions between Participation and Performance in Interactive Public Installations

Sarah Webber; Mitchell Harrop; John Downs; Travis Cox; Niels Wouters; Andrew Vande Moere

In this paper, we report on Encounters, an interactive public installation that provides a basis for studying the effect of dance performances on the emergence of creative, social experiences. Based on observations and interviews with dancers and participants, we identified a range of tensions that arise from integrating a staged performance with participatory interaction. These tensions occurred among both participants and performers, and influenced the social and performative experience. Based on our analysis, we propose several strategies to smoothen the integration of performative and participatory interaction. These strategies reconsider the role of the interactive installation, the effect of digital cues that draw on existing conventions, and mechanisms to direct gaze. We believe our findings and strategies are valuable to HCI researchers and performative artists seeking to design for public participation in interactive experiences.


foundations of digital games | 2012

Metagames, paragames and orthogames: a new vocabulary

Marcus Carter; Martin R. Gibbs; Mitchell Harrop


digital games research association | 2014

The Roll of the Dice in Warhammer 40,000

Marcus Carter; Mitchell Harrop; Martin R. Gibbs


Transformation | 2016

An Ontography of Broadband on a Domestic Scale

Michael Arnold; Bjorn Nansen; Jenny Kennedy; Martin R. Gibbs; Mitchell Harrop; Rowan Wilken


australasian computer-human interaction conference | 2009

Truce in online games

Mitchell Harrop


australasian computer-human interaction conference | 2016

What are health website visitors doing: insights from visualisations towards exploratory search

Patrick Cheong-Iao Pang; Mitchell Harrop; Karin Verspoor; Jon M. Pearce; Shanton Chang


Archive | 2016

An ontology of broadband on a domestic scale

Michael Arnold; Bjorn Nansen; Jenny Kennedy; Martin R. Gibbs; Mitchell Harrop; Rowan Wilken

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Bjorn Nansen

University of Melbourne

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John Downs

University of Melbourne

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Rowan Wilken

Swinburne University of Technology

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Sarah Webber

University of Melbourne

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Travis Cox

University of Melbourne

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Andrew Vande Moere

Katholieke Universiteit Leuven

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