John T. Murray

dblp:230/6722 · DBLP profile ↗
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12ranked-venue papers
4as first author
7since 2021 · last 2025
0000-0003-2579-6802ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 12 · 4 first-author · 7 since 2021
YearPublicationVenuePosition
2025 Routine, Twisty, and Queer: Pasts and Futures of Games Programming Pedagogy with No and Low Code Tools
abstract
This paper traces a history of platforms targeting no-code and low-code audiences. It connects historical moments addressing accessibility challenges related to computer programming up through the more recent adoption of generative AI in game engines. Across these moments, this paper identifies communities that claimed authoring platforms, establishing their identity by rejecting other, potentially more efficient or expressive options. We argue these community dynamics have shaped the evolution of current game development platforms. By contextualizing current efforts in pedagogy as part of larger shifts in computer programming and game engine practice, we present a better understanding of the origins of platforms targeting no and low code audiences as rooted in earlier pivots in computer programming and community engagement. These “twisty” and often queer adaptations aimed at smaller communities have led to major changes in how game development has evolved for larger audiences. We close on considerations of the uncertain futures and pedagogical implications of AI-generated code and visual scripting, as game engines increasingly serve as the primary interface between creators and their work.
Daniel Cox, John T. Murray, Anastasia Salter
FDG2
2025 Distant Coding and the Future of Interactive Digital Narrative Pedagogy
John T. Murray, Anastasia Salter
ICIDS (1)1
2024 Streams of Consciousness in Interactive Digital Narrative Research Design
Colette Daiute, Jack Wright, John T. Murray
ICIDS (1)3
2023 Discovering IDN Authoring Strategies: Novices Anchor Choice Design Through Character Development with Player Feedback
Colette Daiute, John T. Murray, Jack Wright
ICIDS (1)2
2022 Intersubjective Pivots in Interactive Digital Narrative Design Learning
Colette Daiute, John T. Murray, Jack Wright, Terrence Calistro
ICIDS2
2021 Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in Sherlock
Colette Daiute, Daniel Cox, John T. Murray
ICIDS3
2021 Transfordance: The Decentering Effect of Transformative Affordances in Virtual Reality in The Hollow Reach
John T. Murray, Mark C. Marino
ICIDS1
2018 Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis
John T. Murray, Raquel Robinson, Michael Mateas, Noah Wardrip-Fruin
ICIDS1
2017 Proposal for analyzing player emotions in an interactive narrative using story intention graphs
abstract
Many contemporary interactive digital narratives consist of cinematic content that combines performance, sound and dialogue with conventional patterns of player interactions that dictate the story path. The non-linear nature of the content makes applying methods of annotation and analysis currently used in text and film challenging, as any particular experience may differ in significant ways and a player's response may occur at different times in the experience while still applying to a particular event. As a result, most studies approach analyzing player experience using either qualitative methods or quantitative methods alone, and often these studies focus on experimental systems. We developed a coding scheme that captures opportunities and decisions and provides hooks for annotating story content and player affective response. We plan to annotate recorded player traversals of The Wolf Among Us, a choice-based adventure game, incorporating a non-verbal report method, the Sensual Evaluation Instrument [6], guided by a text-based intermediate format that models the game logic. We use David Elson's Story Intention Graph to annotate the story content [2]. The proposed study will be evaluated by whether the responses capture salient story content between different traversals effectively. We describe a proposed baseline method of manually identifying shared story segments and tagging emotional content of scenes.
John T. Murray, Michael Mateas, Noah Wardrip-Fruin
FDG1
2014 Xylem: The Code of Plants
Heather Logas, E. James Whitehead Jr., Michael Mateas, Richard Vallejos, Lauren Scott, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Daniel G. Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis 0002, Daniel Cetina, Shayne Clementi
FDG6
2014 Software verification games: Designing Xylem, The Code of Plants
Heather Logas, E. James Whitehead Jr., Michael Mateas, Richard Vallejos, Lauren Scott, Daniel G. Shapiro, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, Chris Lewis 0002
FDG7
2014 Marking new ground: Flash, HTML5 and the future of the web arcade
Anastasia Salter, John T. Murray
FDG2