Adam Jerrett

dblp:201/0800 · DBLP profile ↗
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5ranked-venue papers
5as first author
4since 2021 · last 2024
0000-0003-2409-5756ORCID · verified

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

Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 3 since 2021
YearPublicationVenuePosition
2024 Poly-Pervasive Playgrounds and Pitfalls: A DeploymentAutoethnography of What We Take With Us
Adam Jerrett
DiGRA1
2023 "It's About What We Take with Us and What We Leave Behind": Investigating the Transformative Potential of Pervasive Games with Various Stakeholders
Adam Jerrett
ICIDS (1)1
2022 Practical Considerations for Values-Conscious Pervasive Games
Adam Jerrett, Peter Howell, Koos J. W. de Beer
DiGRA1
2022 Values throughout the Game Space
abstract
Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium's stigmatised explorations of themes like violence, often to catalyse reflection or even change players' beliefs surrounding complex scenarios. These abstract themes can be classified as a game's "values": elements that are "useful or important" to game designers and their audience. Exploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Frameworks such as empathy, ethical, and anti-oppressive design all discuss similar values, but present ontological diversity that makes it difficult to collate games and frameworks under the values-conscious design umbrella. Such frameworks also often focus on design approaches and small-scale prototypes but pay less attention to how values influence aspects like publication and play. As such, the present research examines values within each stage of a game's lifecycle: design, development, publication, interaction, and reportage. Doing so provides an understanding of values in multiple game contexts. This provides new perspectives that form the basis of a taxonomy for values in games, which is then presented alongside practical questions for values-conscious designers, publishers, and players to guide its use.
Adam Jerrett, Peter Howell
Proc. ACM Hum. Comput. Interact.1
2020 Creating Meaningful Games through Values-Driven Design Principles
Adam Jerrett, Peter Howell, Neil Dansey
DiGRA1