Marcus Carter is a Research Fellow at the Microsoft Research Centre for Social Natural User Interfaces at The University of Melbourne. His research is concerned with better understanding the potential for natural user interfaces (such as voice interaction, eye-tracking or gestural interfaces) in facilitating novel and profound social gaming experiences.
Marcus has recently completed his PhD on Treacherous Play in EVE Online, where he explored the practice, experience and impact of treacherous play such as scamming and espionage in the massively multiplayer online game EVE Online. He is an editor of the forthcoming collection, Internet Spaceships are Serious Business: An EVE Online Reader.
He is also engaged with ongoing projects interrogating the design and player experience of DayZ, Warhammer 40,000, and Candy Crush Saga.
A list of his academic publications is available on his personal website, www.marcuscarter.com, and on his academia.edu profile.
Voice interaction in games is often referred to as 'unnatural' and 'uncomfortable', but it doesn't have to be that way. In this post we propose the notion of player identity dissonance to understand how voice interaction can add to player experience.
Often, cheating is understood as transgressive and non-playful. Thinking of it this way, and defining it just as a 'violation of rules', is an unproductive way to think about cheating and its relationship to game design.
The proliferation of computing technology is changing the way in which games are played, and experienced. This post discusses the practice of multi-gaming, and how game design can proactively involve this changing landscape of engagement.
[Blog - 11/30/2015 - 03:20]
[News - 04/09/2015 - 04:01]
Very interesting article I think ...
Very interesting article I think its quite powerful to begin thinking about death in games beyond the character-death vs minor inconvenience dichotomy. Though I think recent games like Dont Starve, DayZ and This War of Mine have offered really interesting play experiences playing with the former, I think you 've ...
[Blog - 03/23/2015 - 12:31]
Thanks Sung Kwon. You 're ...
Thanks Sung Kwon. You 're right that games like in the Total War series are pretty much exactly like that, but I was trying to draw attention with that point to the lack of parallel play whereas Total War is sequential . r n r nI 'd also point out ...