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All Outputs (17)

View from the (Virtual) Terraces: Football Fandom in Videogames (2024)
Presentation / Conference Contribution
Donald, I., & Reid, A. (2024, September). View from the (Virtual) Terraces: Football Fandom in Videogames. Presented at Video Game Cultures, Birmingham City University

Other is a concept that is fundamental to sports: the other team, other player(s), other fans. Football fans share a camaraderie and can enthuse a tribalism (Mangan, 1996) that is difficult to understand and replicate in the virtual world. Yet, that... Read More about View from the (Virtual) Terraces: Football Fandom in Videogames.

Playable Archive: The management of data in the FIFA/EA Sports franchise (2024)
Presentation / Conference Contribution
Donald, I. (2024, July). Playable Archive: The management of data in the FIFA/EA Sports franchise. Presented at DiGRA 2024, Guadalajara, Jalisco, México

The FIFA series (now known as EA Sports FC) of video games are football (soccer) sports simulation games that claim to provide “unrivaled authenticity” for fans (Escaravage and Ludlow 2023). EA releases a new version annually and each iteration routi... Read More about Playable Archive: The management of data in the FIFA/EA Sports franchise.

Conflict, identity and commemoration: exploring veterans' voices and collective memory through virtual reality (2022)
Presentation / Conference Contribution
Donald, I., Locke, R., & Brown, G. (2022, March). Conflict, identity and commemoration: exploring veterans' voices and collective memory through virtual reality. Paper presented at Rethinking War: A Virtual Interdisciplinary Conference

Their Memory explores how game design and immersive technology can be used to enhance existing historical research and expand conflict narratives to bring richer and more expansive experiences to hard-to-reach audiences. Working with the Veterans' Ch... Read More about Conflict, identity and commemoration: exploring veterans' voices and collective memory through virtual reality.

Datashare: exploring the potential of reusing data for third sector organisations to support their collaboration (2022)
Presentation / Conference Contribution
Saienko, O., De Paoli, S., & Donald, I. (2022, June). Datashare: exploring the potential of reusing data for third sector organisations to support their collaboration. Presented at 20th European Conference on Computer-Supported Cooperative Work, ECSCW 2022, Coimbra, Portugal

This paper describes a Participatory design case study on how the reuse of existing data can support cooperative work of Third Sector Organisations in a local context. While many Third Sector Organisations collect data about their own services and lo... Read More about Datashare: exploring the potential of reusing data for third sector organisations to support their collaboration.

CumbraeCraft: a virtual environment for teaching cultural heritage to primary schoolchildren (2021)
Presentation / Conference Contribution
MacLeod, K., Reid, A. J., Donald, I., & Smith, K. (2021, September). CumbraeCraft: a virtual environment for teaching cultural heritage to primary schoolchildren. Presented at 15th European Conference on Game Based Learning, ECGBL 2021

Game-based learning is a research area that has grown within the past two decades, with evidence of tailoring commercial-off-the-shelf gaming, developing bespoke educational games, and using gamification-based learning tools in a variety of education... Read More about CumbraeCraft: a virtual environment for teaching cultural heritage to primary schoolchildren.

Linking gameplay metrics to computational thinking (2020)
Presentation / Conference Contribution
Panayotov, N., Donald, I., Falconer, R., & Kempe, V. (2020, September). Linking gameplay metrics to computational thinking. Presented at 14th European Conference on Games Based Learning, ECGBL 2020

Computational thinking (CT) is considered to be a fundamental skill underlying not only programming ability, but also an entire array of computational problem-solving competencies in a data-driven world. The need for accessible and engaging education... Read More about Linking gameplay metrics to computational thinking.

Training air traffic controllers through digital mobile applications versus traditional methods (2020)
Presentation / Conference Contribution
Smy, P., Donald, I., Falconer, R. E., & Scott-Brown, K. (2020, September). Training air traffic controllers through digital mobile applications versus traditional methods. Presented at 14th European Conference on Games Based Learning, ECGBL 2020

Safety-critical industries, such as air traffic control, are highly regulated, with rigorous processes and procedures to ensure that safety remains of paramount importance despite the business environment. Training personnel in safety-critical indust... Read More about Training air traffic controllers through digital mobile applications versus traditional methods.

Reality inspired games: expanding the lens of games' claims to authenticity (2020)
Presentation / Conference Contribution
McMillan, R., Jayemanne, D., & Donald, I. (2020). Reality inspired games: expanding the lens of games' claims to authenticity. In D. Leorke (Ed.), DiGRA '20

This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We a... Read More about Reality inspired games: expanding the lens of games' claims to authenticity.

A theoretical framework for game jams in applied contexts (2020)
Presentation / Conference Contribution
Reid, A. J., Smy, P., & Donald, I. (2020). A theoretical framework for game jams in applied contexts. In D. Leorke (Ed.), DiGRA '20

Game jams encourage participants to define, explore, create, and disseminate games with respect to a pre-defined time-period and under specified constraints. Various methods and approaches have helped with establishing conventions, rules, and process... Read More about A theoretical framework for game jams in applied contexts.

Back to people, back to basics (2019)
Presentation / Conference Contribution
Messer, S., Donald, I., & Hayes, M. (2019, May). Back to people, back to basics. Paper presented at CHI Conference on Human Factors in Computing Systems 2019 : Weaving the Threads of CHI, CHI 2019

Gaming the Heart of darkness: the adoption, acquisition and adaptation of historical, fictional and post-colonial narratives in video games (2018)
Presentation / Conference Contribution
Donald, I., & Pittner, F. (2018, May). Gaming the Heart of darkness: the adoption, acquisition and adaptation of historical, fictional and post-colonial narratives in video games. Paper presented at Gaming and the Arts of Storytelling Symposium

The history of Joseph Conrad’s Heart of Darkness novella has been one of adaptation and change. The enduring story is based upon Conrad’s own experiences in the Congo in the 1880s and was serialised in Blackwood’s Magazine 1899. Published as a novell... Read More about Gaming the Heart of darkness: the adoption, acquisition and adaptation of historical, fictional and post-colonial narratives in video games.

The gamification of cybersecurity training (2017)
Presentation / Conference Contribution
Coull, N., Donald, I., Ferguson, I., Keane, E., Mitchell, T., Smith, O. V., Stevenson, E., & Tomkins, P. (2017, June). The gamification of cybersecurity training. Presented at 11th International Conference on E-Learning and Games, Edutainment 2017

Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers{\textquoteright} training in cyber security to ensure that the UK continues to be a secure place to live and do business. Rather than d... Read More about The gamification of cybersecurity training.

Glitchspace: teaching programming through puzzles in cyberspace (2017)
Presentation / Conference Contribution
Donald, I., & MacLeod, K. (2017). Glitchspace: teaching programming through puzzles in cyberspace. In M. Pivec, & J. Grundler (Eds.), Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017 (148--154)

There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful... Read More about Glitchspace: teaching programming through puzzles in cyberspace.

Project Sanitarium: gaming TB: a serious game for a serious problem (2015)
Presentation / Conference Contribution
Donald, I., Meyer, K. A., Brengman, J., Gillespie, S., & Bowness, R. (2015, September). Project Sanitarium: gaming TB: a serious game for a serious problem. Presented at 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skovde, Sweden

Collaborative projects between Industry and Academia provide excellent opportunities for learning. Throughout the academic year 2014-2015 undergraduates from the School of Arts, Media and Computer Games at Abertay University worked with academics fro... Read More about Project Sanitarium: gaming TB: a serious game for a serious problem.

A sweetspot for innovation: developing games with purpose through student-staff collaboration (2014)
Presentation / Conference Contribution
Sloan, R. J. S., Galloway, D., & Donald, I. (2014, September). A sweetspot for innovation: developing games with purpose through student-staff collaboration. Presented at 6th International Conference on Games and Virtual Worlds for Serious Applications, VS-Games 2014

Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored... Read More about A sweetspot for innovation: developing games with purpose through student-staff collaboration.