Mitchell W. McEwan

dblp:118/4087 · DBLP profile ↗
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5ranked-venue papers
1as first author
3since 2021 · last 2024
0000-0002-7389-5189ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2024 An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists
abstract
The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which participants were asked to reflect on imaginary video game scenarios as part of a 2 (undertake virtual murder or molestation) X 2 (against an adult or child) X 2 (in a high or low realism virtual environment) factorial design. We found that there was a significant difference between people’s views about virtual murder and virtual molestation. Whether the virtual act was performed against an adult or child was non-significant in most conditions, whereas whether it was performed in a high or low realism virtual environment was significant in most conditions. Gender did not impact these results, whereas perceived gaming experience, hours of video game play per week, and integrity did. These results provide an empirical grounding for future discussions of the Gamer's Dilemma.
Paul Formosa, Thomas Montefiore, Omid Ghasemi, Mitchell W. McEwan
Behav. Inf. Technol.4
2022 Design of a Serious Game for Cybersecurity Ethics Training
Malcolm R. K. Ryan, Mitchell W. McEwan, Vedant Sansare, Paul Formosa, Debbie Richards 0001, Michael Hitchens
DiGRA2
2022 An Exploitation Ecosystem Model for Fan-based Labour in the Games Industry
Christopher McCutcheon, Michael Hitchens, Mitchell W. McEwan
DiGRA3
2020 Puppy island: theory-driven design of a serious game for young children with cystic fibrosis
abstract
This paper outlines the theory-driven design and development of Puppy Island, a serious game for children aged three to five who are living with the chronic illness cystic fibrosis. Puppy Island differs from typical serious games, as its central learning and design objectives relate to long-term wellbeing and empowerment rather than short-term knowledge transfer. The Early Years Learning Framework and Self-Determination Theory informed the design and development of the iPad prototype, while domain experts from industry, academia and the broader cystic fibrosis community were consulted to establish user requirements and evaluate the iterative designs. We analyse the development process, domain expert feedback, and how the game's features relate to core theoretical pillars in order to highlight key lessons that can be applied to future work on serious games with comparable aims or target audiences.
Mitchell W. McEwan, Cody J. Phillips 0002, Peta Wyeth, Daniel Johnson 0001
IDC1
2016 Operationalising and Evaluating Sub-Optimal and Optimal Play Experiences through Challenge-Skill Manipulation
abstract
The study examines the relationship of challenge-skill balance and the player experience through evaluation of competence, autonomy, presence, interest/enjoyment, and positive and negative affect states. To manipulate challenge-skill balance, three video game modes -- boredom (low challenge), balance (medium challenge), and overload (high challenge) -- were developed and experimentally tested (n = 45). The study showed that self-reported positive affect, autonomy, presence, and interest/enjoyment differed between the levels. The balance condition generally performed well in terms of positive player experiences, confirming the key role challenge-skill balance plays in designing for optimal play experiences. Interestingly, the study found significantly lower negative affect scores when playing the boredom condition. Greater feelings of competence were also reported for the boredom condition than the balance and overload conditions. Finally, some measures point to overload as a more enjoyable experience than boredom, suggesting possible player preference for challenge > skill imbalance over skill > challenge imbalance. Implications for design and future research are presented.
Madison Klarkowski, Daniel Johnson 0001, Peta Wyeth, Mitchell W. McEwan, Cody J. Phillips 0002, Simon Smith 0002
CHI4