Publications

Please find below a list of my peer-reviewed academic publications. The articles that I write in popular media venues on my research are listed on my media page, and I also recommend checking my Google Scholar profile for my most recent papers and to see my citations.

Books

  1. Carter, M. (2020) Treacherous Play. Cambridge, MA.: MIT Press. (Contract Signed)

Edited Books

  1. Carter, M., Bergstrom, K. and Woodford, D. (2016). Internet Spaceships are Serious Business: An EVE Online Reader. Minneapolis: The University of Minnesota Press. [UMP Store Page]

Book Chapters

  1. Barnes, N., Carter, M. & Apperley, T. (2020) Fortnite and the Right to Learn. In J. Gillett-Swan & N Thelander (eds.) Children’s Rights from International Educational Perspectives. London: SAGE. (in press)
  2. Carter, M. (2020) EVE Online. In M. Wolf (ed.) Encyclopedia of Videogames: The Culture, Technology and Art of Gaming. Santa Barbara: ABC-CLIO. (in press)
  3. Carter, M., Allison, F. (2019) Guilt in DayZ. In Transgressive Games Aesthetics, K. Jorgensen & F. Karlsen (eds.), pp. 134-152. Cambridge, MA.: MIT Press. [link]
  4. Mavoa, M., Nansen, B., Carter, M. & Gibbs, M. (2018) Why Young Children Don’t Play: Parent’s Accounts of Non-Engagement with Digital Games. In Digitising Early Childhood, L. Green, D. Holloway, K. Stevensen & K. Jaunzems (Eds.), pp. 192-211. Cambridge Scholars Publishing. [link]
  5. Carter, M. & Bjork, S. (2015) Cheating at Candy Crush Saga. In Social, Casual Mobile: Changing Games, T. Leaver & M. Willson (eds.), pp. 261-274. London: Bloomsbury. [link]
  6. Carter, M. & Bergstrom, K. (2015) EVE Online for the Uninitiated. In Internet Spaceships are Serious Business: An EVE Online Reader, Carter, K. Bergstrom & D. Woodford (eds.), pp. 1-16. Minneapolis: The University of Minnesota Press. [link]
  7. Gibbs, M., Carter, M. & Mori, J. (2015) Vile Rat: Spontaneous Shrines in EVE Online. In Internet Spaceships are Serious Business: An EVE Online Reader, Carter, K. Bergstrom & D. Woodford (eds.), pp. 129-147. Minneapolis: The University of Minnesota Press. [link]
  8. Carter, M. (2015) Massively Multiplayer Dark Play: Treacherous Play in EVE Online. In The Dark Side of Gameplay: Controversial Issues in Playful Environments, T. Mortensen, J. Linderoth & A. Brown (Eds.), pp. 191-209. London: Routledge. [link]

Journal Articles

  1. Carter, M., Moore, K., Mavoa, J., gaspard, l. & Horst, H. (2020) Children’s Perspectives and Attitudes Toward Fortnite ‘Addiction’. Media International Australia [link]
  2. Carter, M., Moore, K., Mavoa, J,. Horst, H. & gaspard, l. (2020) Situating the Appeal of Fortnite Within Children’s Changing Play Cultures. Games and Culture (online first) [link]
  3. Zonaga, A. & Carter, M. (2020) The Role of Architecture in Constructing Gameworlds: Intertextual Allusions, Metaphorical Representations and Societal Ethics in Dishonored. Loading… The Journal of the Canadian Game Studies Association 12(20): 71-89. [link]
  4. Allison, F. Carter, M. & Gibbs, M. (2020) Word Play: A History of Voice Interaction in Games. Games and Culture 15(2): 91-113. [link]
  5. Carter, M. (2018) Valuing Play in Survivor: A Constructionist Approach to Multiplayer Games. Games and Culture (online first, 12/10/2018). [link]
  6. Mavoa, J., Carter, M. & Gibbs, M. (2017) Children and Minecraft: A Survey of Young Children’s Gaming Habits. New Media and Society 20(9): 3283-3303. [link]
  7. Carter, M. & Allison, F. (2017) Fear, loss and meaningful play: Permadeath in DayZ. Journal of Gaming and Virtual Worlds, 9(2): 143-158. [link]
  8. Mavoa, J., Gibbs, M. & Carter, M. (2017) Constructing the Young Child Media User in Australia: A Discourse Analysis of Facebook Comments. Journal of Children and Media 11 (3): 330-346. [link]
  9. Velloso, E., Carter, M., Gellersen, H., Esteves, A. & Newn, J. (2017) Motion Correlation: Selecting Objects by Matching Their Movement. Transactions on Computer-Human Interaction 24(3): article no. 22. [link]
  10. Webber, S., Carter, M., Smith, W. & Vetere, F. (2016) Interactive Technology and Human-Animal Encounters at the Zoo. International Journal of Human-Computer Studies 98: 150-168. [link]
  11. Carter, M., Bergstrom, K., Webber, N. & Milik, O. (2016) EVE is Real: How conceptions of the ‘Real’ affect and reflect an online game community. Well Played Journal 5 (2): 5-33. [link]
  12. Carter, M., Apperley, T., Crawford, L., Gibbs, M. & Nansen, B. (2015) What ‘is’ Australian Game Studies? Transactions of the Digital Games Research Association 2 (1): 1-16. [link]
  13. Carter, M. (2015) The First Week of the Zombie Apocalypse: The Influences of Game Temporality. Journal of Games and Virtual Worlds 7 (1): 59-75. [link]
  14. Carter, M., Gibbs, M. & Arnold, M. (2015) The Demarcation Problem in Multiplayer Games: Boundary-Work in EVE Online’s eSport. Game Studies 15(1) [link]
  15. Meese, J., Gibbs, M., Carter, M., Arnold, M., Nansen, B. & Kohn, T. Selfies: Selfies at Funerals: Mourning and Presencing on Social Media Platforms. International Journal of Communication 9(14): 1818-1831. [link]
  16. Carter, M., Gibbs, M. & Harrop, M. (2014) Drafting an Army: The Playful Pastime of Warhammer 40,000. Games and Culture 9 (2): 1-26. [link]
  17. Carter, M. (2014) Emitexts and Paratexts: Propaganda in EVE Online. Games and Culture 10(4): 311-342. [link]
  18. Carter, M., Harrop, M. & Gibbs, M. (2014) The Roll of the Dice in Warhammer 40,000. Transactions of the Digital Games Research Association 1(3). [link]
  19. Wadley, G., Gibbs M. & Carter, M. (2014) Voice in virtual worlds: The design, use and influence of voice chat in online play. Human-Computer Interaction 30(3-4): 336-365. [link]
  20. Gibbs, M., Meese, J., Arnold, M., Nansen, B. & Carter, M. (2014) #Funeral and Instagram: death, social media and platform vernacular. Information, Communication & Society 18(3): 255-268. [link]

Fully-Refereed Conference Articles

  1. Webber, S., Carter, M., Smith, W. & Vetere, F. (2020) Orangutan-Centred Design: Enhancing Co-design with Animals. In Proceedings of the 2020 ACM Conference on Designing Interactive Systems (DIS’20). Eindhoven, Netherlands [PDF Link]. Won Best Paper Award (Top 1% of Submissions).
  2. Sidhu, P. & Carter, M. (2020) Board with videogames: Exploring the renewed appeal of non-digital games through player experiences of Dungeons & Dragons. In Proceedings of the 2020 Digital Games Research Association Conference (DiGRA’20). Tampere, Finland. [link]
  3. Ho, X. & Carter, M. (2019) Roguelike Ancestry Network Visualisation: Insights from the Roguelike Community. In Proceedings of the 2019 Foundations of Digital Games Conference (FDG’19), ACM Press, article 42. [link]
  4. Allison, F., Newn, J., Smith, W., Carter, M. & Gibbs, M. (2019) Frame Analysis of Voice Interaction Gameplay. In Proceedings of the SIGCHI Conference on Human-Factors in Computing Systems (CHI’19), ACM Press, paper 393. [link]
  5. Yoo, S., Carter, M., Kay, J. (2018) VRmove: Design Framework for Balancing Enjoyment, Movement and Exertion in VR Games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, 295-307. [link]
  6. Allison, F., Carter, M., Gibbs, M. & Smith, W. (2018) Design Patterns for Voice Interaction in Games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, 5-17. [link]
  7. Dong, R, Carter, M., Smith, W., Joukhadar, Z., Sherwen, S., Smith, A. (2017) Supporting Animal Welfare with Automatic Tracking of Giraffes with Thermal Cameras. In the 29th Australian Computer Human Interaction Conference (ozCHI’17), ACM Press. [link]
  8. Gibbs, M., Carter, M. & Nansen, B. (2017) Those LED-Lit, Water-Kooled, Multi-Screen Streamline Battle stations. In Proc. 2017 Association of Internet Researchers Conference (AOIR’17). [link]
  9. Carter, M., Gibbs, M. & Witkowski, E. (2017) Understanding eSports Spectatorship: Players, Fans, Recruits. In Proc. 2017 Association of Internet Researchers Conference (AOIR’17). [link]
  10. Mavoa, J., Carter, M. Gibbs, M. & Nansen, B. (2017) Beyond Addition: Positive and Negative Parent Perceptions of Minecraft Play. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, 171-181. [link]
  11. Webber, S., Carter, M., Sherwen, S., Smith, W., Joukhadar, Z., & Vetere, F. (2017) Kinecting with Orangutans: Zoo Visitors’ Empathetic Responses to Animals’ Use of Interactive Technology. In Proceedings of the SIGCHI Conference on Human-Factors in Computing Systems (CHI’17), ACM Press, 6075-6088. [link] Won Best Paper Award (Top 1% of Submissions).
  12. Pons, P., Carter, M. & Jaen, J. (2016) Sound to your Objects: A Novel Design Approach to Evaluate Orangutans’ Interest in Sound-based Stimuli. In The 2016 ACM SIGCHI Conference on Animal-Computer Interaction (ACI’16), ACM Press, article no. 7. [link]
  13. Velloso, E. & Carter, M. (2016) The Emergence of EyePlay: A Survey of Eye Interaction in Games. In the 2016 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, 171-185. [link]
  14. Newn, J., Velloso, E., Carter, M. (2016). Exploring the Effects of Gaze Awareness on Multiplayer Gameplay. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts (CHI Play), ACM Press, 239-244. [link]
  15. Allison, F., Carter, M. & Gibbs, M. (2016) A History of Voice Interaction in Games. In Proceedings of the 1st International Joint FDG-DIGRA Conference, Dundee, Scotland. [link]
  16. Newn, J., Carter, M., Velloso, E. & Vetere, F. (2016) Multimodal Segmentation on a Large Interactive Tabletop: Extending Interaction on Horizontal Surfaces with Gaze. In Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces (ACM ISS’16), ACM Press, 251-260. [link]
  17. Cox, T., Carter, M. & Velloso, E. (2016) Public DisPLAY: Social Games on Interactive Public Screens. In the 28th Australian Computer Human Interaction Conference (ozCHI’16), ACM Press, 371-380. [link]
  18. Bevan, T., Hoang, T., Carter, M. & Ploderer, B. (2016) HandLog: A Deformable Tangible Device for Continuous Input through Finger Flexion. In the 28th Australian Computer Human Interaction Conference (ozCHI’16), ACM Press, 595-604. [link]
  19. Carter, M., Velloso, E., Downs, J., Sellen, A., O’Hara, K. & Vetere, F. (2016) PathSync: Multi-User, Gestural Interaction with Touchless Rythmic Path Mimicry. In Proceedings of the SIGCHI Conference on Human-Factors in Computing Systems (CHI ‘16). ACM Press. [link] [video]
  20. Carter, M., Newn, J., Velloso, E. & Vetere, F (2015) Remote Gaze and Gesture Tracking on the Microsoft Kinect: Investigating of the Role of Feedback. In Proceedings of the 27th Australian Computer-Human Interaction Conference (ozCHI’15), ACM Press, 167-176. [link]
  21. Nansen, B., Arnold, M., Carter, M., Gibbs, M., Wilken, R. & Kennedy, J. (2015) Proxy Users, Use by Proxy: Mapping Forms of Intermediary Representation. In Proceedings of the 27th Australian Computer-Human Interaction Conference (ozCHI’15), ACM Press, 294-298. [link]
  22. Allison, F., Carter, M. & Gibbs, M. (2015) Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ. In Proceedings of the 27th Australian Computer-Human Interaction Conference (ozCHI’15), ACM Press, 119-123. [link]
  23. Carter, M., Allison, F., Downs, J. & Gibbs, M. (2015) Player Identity Dissonance and Voice Interaction in Games. In the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, pp. 265-269. [link]
  24. Carter, M., Bergstrom, K., Webber, N. & Milik, O. (2015). EVE is Real. In Proceedings of the 2015 Digital Games Research Conference (DiGRA’15), Luneburg, Germany. [link]
  25. Carter, M., Webber, S. & Sherwen, S. (2015) Naturalism and ACI: Augmenting Zoo Enclosures with Digital Technology. In Proceedings of the 2nd International Congress on Animal Computer Interaction (ACI ’15), Iskandar, Malaysia. [link]
  26. Rault, J-L., Webber, S. & Carter, M. (2015) Cross-Disciplinary Perspectives on Animal Welfare Science and Animal-Computer Interaction. In Proceedings of the 2nd International Congress on Animal Computer Interaction (ACI ’15), Iskandar, Malaysia. [link]
  27. Linehan, C., Harrer, S., Kirman, B., Lawson., S. & Carter, M. (2015) Games Against Health: A Player Centered Design Philosophy. In Proceedings of alt.CHI 2015, pp. 589-600. [link]
  28. Carter, M., Nansen, B., Gibbs, M. & Arnold, M. (2014) #funeral. In Selected Papers of the 15th International Conference of the Association of Internet Researchers. (IR’15), Bangkok, Thailand. [link]
  29. Carter, M., Nansen B., Gibbs, M. (2014) Screen Ecologies, Multi-Gaming and Designing for Different Registers of Engagement. In Proceedings of the the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, pp. 37-46. [link]
  30. Carter, M., Downs, J., Nansen, B., Harrop, M., Gibbs, M. (2014) The Paradigms of Game Research in HCI: A Meta-Review of 10 Years of Research. In Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play), ACM Press, pp. 27-36. [link]
  31. Gibbs, M., Carter, M., Nansen, B., Kohn, T. (2014) Selfies at Funerals: Remediating Rituals of Mourning. In Selected Papers of the 15th International Conference of the Association of Internet Researchers. (IR’15), Bangkok, Thailand. [link]
  32. Fisk, L., Carter, M., Yeganeh, B., Vetere, F. & Polderer, B. (2014) Implicit and Explicit Interactions in Video Mediated Collaboration. In Proceedings of the 26th Australian Computer-Human Interaction Conference (ozCHI’14), ACM Press, pp. 250-259. [link]
  33. Carter, M., Gibbs, M. & Wadley, G. (2013) Death and Dying in DayZ. In Proceedings of the 9th Australasian Conference on Interactive Entertainment (IE’13), ACM Press, article no. 22. [link]
  34. Carter, M. & Gibbs, M. (2013) eSports in EVE Online: Skullduggery, Fairplay and Acceptability in an Unbounded Competition. In Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG’13), SASDG, 47-54. [link]
  35. Gibbs, M., Carter, M., Arnold, M & Nansen, B. (2013) Serenity Now Bombs a World of Warcraft Funeral: Negotiating the Morality, Reality and Taste of Online Gaming Practices. In Proceedings of the 2013 Association of Internet Researchers Conference. [link]
  36. Bergstrom, K., Carter, M., Woodford, D. & Paul, C. (2013) Constructing the ideal EVE Online player. In Proceedings of the 2013 Digital Games Research Association Conference (DiGRA’13), Georgia, Atlanta. [link]
  37. Harrop, M., Carter, M. & Gibbs, M. (2013) Everyone’s a Winner at Warhammer 40,000 (or, at least not a loser). In Proceedings of the 2013 Digital Games Research Association conference (DiGRA’13). [link]
  38. Harrop, M., Gibbs, M. & Carter, M. (2013) The pretense awareness contexts and oscillating nature of coaching frames. In Proceedings of the 2013 Digital Games Research Association conference (DiGRA’13). [link]
  39. Carter, M., Gibbs, M., & Arnold, M. (2012) Avatars, Characters, Users and Players: Multiple Identities at/in Play. In Proceedings of the 24th Australian Computer-Human Interaction Conference (ozCHI’12), ACM Press, 68-71. [link]
  40. Carter, M., Wadley, G. & Gibbs, M. (2012) “Friendly, Don’t Shoot!”: How Communication Design Can Enable Novel Social Interactions. In Proceedings of the 24th Australian Computer-Human Interaction Conference (ozCHI’12), ACM Press, 72-75. [link]
  41. Carter, M., Gibbs, M. & Harrop, M. (2012) Metagames, Paragames and Orthogames: A New Vocabulary. In Proceedings of the 7th International Conference on the Foundations of Digital Games (FDG’12). ACM Press, 11-17. [link]

Reports and Other

  1. Gibbs, M., Carter, M., Cumming, D., Fordyce, R. & Witkowski, E. (2018) eSports Spectatorship in Australia. Networked Society Institute Research Paper. [link]
  2. Carter, M. (2018) Submission to the Senate Inquiry into Gaming Micro-transactions for chance-based items. [My Submission] [Final Senate Report]