Lissa Holloway-Attaway

dblp:77/10608 · DBLP profile ↗
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6ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0001-7008-0526ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 4 since 2021
YearPublicationVenuePosition
2025 Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI
Hartmut Koenitz, Jonathan Barbara, Mirjam Palosaari Eladhari, Lissa Holloway-Attaway, Pakezea Anwar, Zlatan Filipovic, Pouya Jahanshahi, Maria Meli, Sebastian R. Richter, Juan David Rodas, Digdem Sezen, Anjuman Shaheen
ICIDS (1)4
2024 Affective Sound: Developing a Critical Framework for Audio-Based Interactive Digital Narratives
Lissa Holloway-Attaway, Jamie Fawcus
ICIDS (2)1
2023 Designing Sisters: Creating Audio-Based Narratives to Generate Affective Connections and Material Story Worlds
Lissa Holloway-Attaway, Jamie Fawcus
ICIDS (1)1
2022 When You Hear the Chime: Movable Books and the Dramaturgical Functions of Sound in Mixed Reality Interactive Narrative Design
Lissa Holloway-Attaway, Rebecca Rouse
ICIDS1
2020 Contextualizing Game Literacy: A transhistorical approach to understanding Game-Based Learning environments
abstract
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the concept of ‘literacy’. The concept of literacy is well established in media studies–from books, to film, and visual, performing and interactive arts–and as such it has a wide range of applicability. All forms of media constitute a semiotic milieu in which signifiers and codes mean different things depending on the form's unique language and the contexts and manner in which individual participants, or “readers”, approach them. In the field of digital games research, literacy is commonly defined as a narrower concept that refers to the ability to identify affordances and interact with game components with a high degree of confidence. This focus on capability is understandable to a degree: the unique aspect of games as a medium is often considered to specifically be its interactability, and thus being able to interact becomes synonymous with being ‘game literate’. In this paper, however, we will both describe how literacy in games would benefit from a more nuanced, transhistorical view of interactability, as well as provide examples from many kinds of media beyond games to demonstrate that interaction literacy is neither novel nor unique to the medium of games. Understanding this rich history would provide a broader foundation of referential literature for game scholars to use when discussing the concept of game literacy and the interactability of media in general.
Björn Berg Marklund, Rebecca Rouse, Lissa Holloway-Attaway
FDG3
2018 Leaving the Small Screen: Telling News Stories in a VR Simulation of an AR News Service
Torbjörn Svensson, Lissa Holloway-Attaway, Etienne Beroldy
ICIDS2