The Developing Games Regions project aims to establish games industry connections and research partners within SE Asia-Oceania. As a thriving sector in SE Asia, this project explores gaming industries in Vietnam. Over 33.9 million people play games in Vietnam, but little is known about these game cultures. RMIT is in a unique position to cultivate enduring relationships with Vietnamese gaming industries as research partners, and cross-institutional scholarship by connecting with leading games experts in SE Asia. Strengthening relationships between RMIT Melbourne/Vietnam, local industries and regional expertise enhances the potential to address the Vietnamese games industry as an emerging market for production and play.
Games for Change takes a play-focused, iteration-based approach to game design. Our first Games for Social Change Workshop saw participants engage in experimental learning and social engagement surrounding a particular topic: ecosystem problems. Young students learnt about game designing and what makes a ‘good’ game. They considered specific environmental issues and then worked together to design and test a game that would help solve that problem.
Game design involves a creative and iterative process guided by prototyping, playing and testing and then refining. Through our Games for Change Workshops we’re making the game design process accessible and actionable for any topic and varying participants.
How can different mobile media innovations be usefully applied to understand the complex relationship between people, place and technologies? #SiteAnalytics is using data capture technology to solve environmental and technological challenges. More specifically, we’re using maps, mobile media and apps to generate new understandings about consumer behavior, site visitations and target audience reach and impact. We’re using this information to examine the usefulness of big data and mobile data capture technologies, and to translate this knowledge into practical and relevant solutions for industry.
This Australian Research Council Linkage with Intel, Locating the Mobile, followed ethnographically 12 households over three years (2014 – 17) within the three purposefully very distinct locations (Melbourne, Tokyo and Shanghai) to gain a sense of cultural differences and similarities with respect to intergenerational use of locative media.
To understand how locative media fit into the rhythms of everyday life — with its mundane routines and intimacies — the researchers went beyond standard interviewing methods. Instead, they developed ethnographic techniques that enabled them to engage empathetically with people’s intimate experiences in mundane life.
View the report here.
Playable cities connect people and place through creative technologies, making the city a platform for play. Playable City Melbourne is a three-year project bringing together an interdisciplinary urban play community.
During Melbourne International Games Week 2019, Playable City Melbourne is calling for a diverse community of designers, game developers, scientists, writers, architects, artists, producers, performers, players, bureaucrats etc to learn more about urban play and join in the conversation. This conference will explore other ways of being in public space, First Peoples connection to place, and more-than-human infrastructure. Playable City Melbourne talks to the city’s multi-layered civic identity – as a creative city, technological city, a diverse and multicultural city, knowledge city and liveable city that is growing fast.
How can playful resistance as a tactic, strategy, mode of inquiry and creative, critical practice be used to intervene on hybrid reality? Exploring creative methods, theories and practices around what it means to think about the “playful” and “resistance” in an age of big data, AI and automation. The project was designed to create new ways of thinking about play and resistance. As real-world issues don’t happen in a discipline — it is important to do interdisciplinary research.
Game design involves a creative and iterative process guided by prototyping, playing and testing and then refining. Through our Social Games for Change Workshops we’re making the game design process accessible and actionable for any topic and varying participants.
The Social Games For Change Workshop introduces and encourages STEAM (Science, Technology, Engineering, Arts, Maths) skills and capabilities in the primary School classroom. This iteration of the workshop took place on Thursday the 7th June at Kyoto International Primary School, Japan. The workshop was conducted in English and delivered to a class of 18 students.
How do organisations manage images to share information and knowledge? The FireLens project is utilising everyday media practices, peer production, mobile and platform technologies to create an image management system for government organisations. Digital photos and videos are composed of imagery, which can communicate complex visual and logistical information.
Dr Seth Keen is a new media educator, researcher, and designer in the School of Media and Communication. Seth brings together media and co-design practices to engage with contemporary wicked problems. His track record of expertise is in the design of audiovisual media and image-based platforms. He has worked on collaborative projects with academic and industry research partners in the areas of development aid, cultural geography, social services and disaster resilience. Seth is a winner of a prestigious Good Design Australia Award in Social Impact, 2018.
Seth Keen is interested in talking to ARC Linkage collaborators in the areas of Service Design, Computer Science (mobile applications, cloud-based systems) and Bushfire Fuel Management.
How does design and technology impact food futures? FoodCHI (Computer-Human Interaction) brings together experts and innovators across design, digital media, technology, art, sociology, and food. We examine the role of design and technology in shaping of future foodscapes and work with industry to chart robust approaches for technologically enabled food futures.
Visit the FoodCHI website.
Dr Rohit Ashok Khot is the Deputy Director of the Exertion Games Lab; and Vice-Chancellor’s Postdoctoral Fellow at RMIT University, Australia. Rohit’s research embodies interdisciplinary strength and explores the amalgamation of design and technology in a creative way.
Dr Khot’s track record includes 39 scholarly publications in last 7 years, the majority of which appear in highly competitive HCI conferences and journals and include one best paper and one honorable mention (top 5%) award. Dr Khot’s research also appeared on 30+ press articles including a cover story on Mashable Australia, IEEE Spectrum and TV coverage on Channel 9 News and ABC News 24. He has won prestigious awards including IBM PhD fellowship (2014−2015), 2017 RMIT HDR Prize for Research Excellence (2017), RMIT Vice-chancellor’s Postdoctoral Research Fellowship (2017−2019) and SIGCHI Development Fund Grant (2017,2018). Dr Khot is also involved in organization and management of the Special Interest Group meetings, workshops and symposiums at leading international conferences specifically around food and play, besides serving on program committees for leading international HCI conferences, including DIS and TEI.
Rohit is passionate about playful Human-Food Interaction (HFI) and has an ambitious goal to alter the common perception that food cannot be healthy and pleasurable at the same time.
The GREAT challenge
During the last decade, games have become a common part of people’s daily lives. Digital promise of Ed Tech and growing research on gamification has drawn attention to translation of valid science-based research for capability development. Activities and outputs that are not traditionally perceived as game-like are increasingly gamified.
In its most basic form, business research translation with gamification involves multi-disciplinary tasks of taking research findings, human psychology and technology of game-design, and applying them to business contexts — to achieve impact through change in behavior, cognition or emotional states.
However, current business research translation activities tend to rely on traditional academic outputs which may not deliver the intended societal impact — a challenge highlighted at local and international level.
The GREAT mission
Increase awareness and knowledge on gamification of business research. To encourage researcher-industry integration to solve business challenges through games. To foster and deploy a cross-disciplinary network of GREAT experts, specialists and enthusiasts
The GREAT cause
GREAT serves as a catalyst and anchor for capability development and a forum for faculty, specialists and practitioners to develop coherent and collective thought leadership on how might we develop and implement game-based tools and gamification as the means of research translation to achieve societal impact.
The GREAT purpose
The purpose of GREAT is to catalyse meaningful inter-disciplinary knowledge exchange, develop best practices in gamification of business research and increase research-practice integration.
The GREAT call
We have embarked on a meaningful journey of shaping our collective future through gamification of business research.
We cannot do this alone – we need you – your expertise, your experience and your passion for the human side of business.
Find out more about Gamified Research Translation [GREAT] here.
Hardik Bhimani is a PhD student in the School of Economics, Finance and Marketing and is concurrently completing a Graduate Diploma in Psychology at Monash University. Hardik holds a Masters in Applied Finance from Kaplan Business School (Sydney) and is a member of the prestigious Strategic Management Society.
“Managers face many strategic decisions but they often make unsustainable choices. So the challenge for todays’ firms is – how to effectively make social, environmental and economic choices?”
Prior to joining RMIT, where Hardik currently teaches Strategic Management courses, he was an award winning strategist and subject matter expert at several multinational organisations. It was during this period that he cultivated a curiosity for behavioural strategy. Ultimately, the quest to advance his research found him a ‘home’ at RMIT University’s Behavioural Business Lab.
“The access to supportive supervisors and a team of like-minded critical thinkers means the research journey is not only pleasant, but also engaging.”
Hardik’s research aims to understand the micro foundations of the interplay between social, environmental and economic strategic choices. His mixed-method research takes a behavioural strategy perspective and explains psychological influences, which affect strategic decision-making. In turn, the findings could guide managers’ to effectively de-bias their decision-making process, for a more sustainable strategic choice.
These workshops explored how, as smartphone users, participants were using mobile and non-mobile media to find and manage
information, emotions and networks during the 2019 – 2020 Australian summer bushfire crisis.
Using 3 creative codesign methods, we mapped the key themes, common feelings and practices that emerged during the group discussions. The exercises, and subsequent mapping, generated discussions about key practices and perceptions of how individuals and their communities care during times of crisis. The following preliminary findings emerged:
Read the Workshop Summary Report to find out more.
Play is a source of culture, a form of expression, and a creative way of engaging with the world. It is a crucial human ability for adaptation and expression.
In collaboration with our research partners and young people, we have developed a Social Play Tool Kit that encourages social play and game literacies in the classroom. Exploring socially-engaged gameplay and creativity across digital and material contexts, these tools are freely downloadable PDF’s for use in a variety of Primary School age learning environments.
TIMeR is an Augmented Reality audio-walk featuring stories of land, river and sky with Boonwurrung elder N’Arweet Carolyn Briggs. Participants are transformed into wayfarers as they move across the RMIT campus to uncover alternate cartographies bringing new insights to familiar routes.
Acknowledging the importance of cross-cultural dialogue, we recognise the unceded ancestral and traditional places of the Eastern Kulin Nations. TIMeR is the first in a series of projects exploring stories of place from multiple positions grounded in Indigenous knowledge, developed with collaboration from the Ngarara Willim Centre, Elders in Residence.
This project contextualised mobile games as part of broader practices of play, both in the home and extending out into neighbourhoods, urban public spaces and online networks. The Games of Being Mobile project followed nearly sixty households over three years (2013– 2016) in five of Australia’s capital cities: Melbourne, Perth, Adelaide, Sydney and Brisbane. It is the first national survey of mobile games.
The project identified the diverse agencies of mobile media users and players, and the multiple modalities of play. As we face a challenging future, it is our hope that the power of mobile games and playful practices can fuel innovative forms of care, mindful engagement and ethical sociality.
View the report here.
New media is increasingly mediating the role of care and ritual around ageing (and dying). For example, in Japan where a large percentage of the population is elderly, the role of care and ritual is being recalibrated. New media and digital mobile technologies are affording families new ways to care-at-a-distance. What does care, media and ritual look like when replicated by new technologies?
We’re exploring some of the practices and challenges in thinking through the entanglement of care, media and ritual. Drawing from experts in anthropology, environmental science, digital media, social work and design we explore various scenarios of use (past, present and future) so that we might provide creative, design, social and ethnographic interventions to this real-world problem.
Playgrounds are physical manifestations of how we do urban play and civic engagement and are as such in situ places to play with present and future scenarios. The metaphor of the playground is fertile ground for talking about, and playing with, intergenerational connection in public space. It can be a way of rethinking urban design which puts people and play at the centre.
This creative and interdisciplinary workshop brought together international experts across playable cities artists, game designers, ethnographers, play theorists and designers to consider the possibilities of action research and co-design experiments in and around the Superilla located outside of RMIT Europe as part of Barcelona’s Design Week.
We deployed the Superilla as a prompt, invitation, interface and living lab for codesigning for inclusive and playful urban futures.
Visit the ToyBox website.
Games teach us many things – how to play, how to strategize, and how to have fun with others. Yet, in our globalised world, people are increasingly exposed to individuals from different cultural backgrounds, and often people feel alienated from people and things that are unfamiliar. The Cultural Commonalities Memory Game (CCMG) might just be one way bridge across cultures and help people connect and belong.
Social inclusion is a key factor in fostering the benefits of a diverse society. Bringing together design, psychology and behavioural economics, the CCMG aims to increase social and reduce bias in intercultural contexts. Players categorise images associated with different cultures together in a common group, highlighting commonalities across cultures whilst keeping their differences apparent. The game is designed so that players feel valued in their own individuality and experience a sense of belonging to the world as a whole.
More from the RMIT Behavioural Business Lab.
School: Economics, Finance, and Marketing
Ananta is a Lecturer in Economics specialising in Behavioural, Development and Experimental economics. His academic research focuses on the impact of social institutions (like gender norms) on individual decision making and behavioural effects of rewards. He has successfully published his work in top-tier economics journals such as the Journal of Economic Behaviour and Organization and Economics Letters. Ananta also has conducted multiple impact evaluation projects and has provided consultancy services to Plan International, World Bank, International Organization for Migration, Swiss Development Corporation and the Consumer Policy Research Centre. Ananta received his PhD from Monash University in 2014.
School: Department of General Psychology and Methodology, University of Bamberg
Claus-Christian Carbon studied Psychology (Dipl.-Psych.), followed by Philosophy (M.A.), both at the University of Trier, Germany. After receiving his PhD from the Freie Universität Berlin and his “Habilitation” at the University of Vienna, Austria, he worked at the University of Technology Delft, Netherlands and the University of Bamberg, Germany, where he currently holds a full professorship leading the Department of General Psychology and Methodology and the “Forschungsgruppe EPAEG” — a research group devoted to enhancing the knowledge, methodology and enthusiasm in the fields of cognitive ergonomics, psychological aesthetics and Gestalt (see www.experimental-psychology.com and www.epaeg.de for more details). He is the author of more than 400 publications including more than 160 peer-reviewed international journal articles, mainly addressing aesthetics topics, has conducted more than a dozen research projects with a total budget amount of approx. €3 million and a renowned contributor and invited speaker on international research conferences. CCC is Editor-in-Chief of the scientific journal Art & Perception, Section Editor of Perception and i-Perception, Associate Editor of Frontiers in Psychology, Frontiers in Neuroscience and Advances in Cognitive Psychology and a member of the Editorial Boards of Open Psychology, Musicae Scientiae and Leadership, Education and Personality.
School: Faculty of Industrial Design Engineering, Delft University of Technology
Dr. Jan Schoormans (1956) is a Professor of Consumer Behaviour at the Faculty of Industrial Design Engineering, Delft University of Technology, Delft, the Netherlands. His research focuses on consumer preferences and behavior towards (the design of) new products. He has published on these topics in marketing journals like the International Journal of Research in Marketing, Psychology and Marketing, the Journal of Product Innovation Management, in psychological journals like Perception and the British Journal of Psychology, in engineering journals like Applied Energy, Journal of Cleaner Production, and in design journals like Design Studies, Journal of Engineering Design and the Design Journal.
School: Economics, Finance, and Marketing
Janneke Blijlevens is a Senior Lecturer in Design Thinking and Experimental Methods within the Marketing Discipline. With a Masters in Psychology, a PhD in consumer behaviour and design, and work experience in both design and business schools her research is truly interdisciplinary. Janneke uses her ability to understand different ways of thinking to design innovative solutions to complex societal and business problems. Her approach uses behavioural insights obtained in both qualitative and quantitative research to affect positive behaviour change in society. Her research covers areas such as product (design) perception and evaluation by consumers, the social roles that products can play to consumers, how to design products for social change, and psychological factors influencing the adoption of highly innovative products by consumers. She has published in top-tier academic journals such as Psychology & Marketing, International Journal of Design, Acta Psychologica, British Journal of Psychology, Journal of Psychology in Aesthetics, Creativity, and Arts, and Journal of Design, Business and Society. The project ‘Sans Forgetica, a font to remember (sansforgetica.rmit)’ gained world-wide acclaim.
School: Economics, Finance, and Marketing
Joanne Peryman (Laban) is a Lecturer in Economics. She holds a PhD in Economics from the University of Exeter, a Masters in Behavioural Economics from the University of Nottingham, and a BCom (Hons) in Economics from the University of Canterbury. Using mainly experimental methods, Jo’s research focuses on cultural differences in decision making, especially in situations involving uncertainty or risk. She has presented the results from this work at conferences in the UK, The Netherlands, and China. Jo is also keen to apply behavioural insights to policy. During her PhD she completed an internship with a UK Government Department, where she applied ideas from behavioural economics to real-life problems. Her work has attracted funding from the UK’s Economic and Social Research Council, as well as numerous small grants from the University of Exeter’s Behaviour, Decisions and Markets Research Centre.
School: Economics, Finance and Marketing
Johanna E. Prasch is a PhD student and a research assistant and tutor in the School of Economics, Finance and Marketing and the BBL. After completing her Bachelors in Psychology from the University of Regensburg, and her Masters in Psychology from the University of Bamberg (both Germany), she started her PhD program in the BBL in February 2018. For her PhD project in consumer behaviour, Johanna got awarded a Stipend Scholarship from RMIT University. Her research interests centre around combining experimental methods from psychology and consumer behaviour to investigate mechanisms behind intercultural communication and behaviour. Currently, Johanna is investigating how to increase social inclusion and cooperation in multicultural settings.
In June 2018, the DCP ECP and Ritsumeikan University (RU) jointly hosted a workshop at Ritsumeikan University (Japan) on interdisciplinary and critical creative methods, within mixed reality contexts, when considering social innovative futures. Read more
Dr Jonathan Duckworth is a digital media artist, designer and founding director of the CiART Lab (Creative interventions, Art and Rehabilitative Technology) RMIT University. Duckworth’s research spans media art, digital design, game technology and human computer interaction. He was awarded a RMIT Vice Chancellor’s Research Fellowship between 2012 – 2015.
Duckworth brings to RMIT a broad range of industry and research experience in digital media design from his practice called ZedBuffer. His practice specialises in research, development and production of novel interactive installations for government clients, museums, galleries and public venues using computer game technology. The practice also serves as a repository for his funded research activities, speculative designs and experimental interactive media art works.