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Dr Iain Donald's Outputs (42)

Merging Fact & Fiction in War Comics: Diversity, Identity and Social Injustice (2024)
Book Chapter
Donald, I., Austin, H., & Pittner, F. Merging Fact & Fiction in War Comics: Diversity, Identity and Social Injustice. In Battle Lines Drawn: War Comics since 1914

This abstract discusses how war comics portray the historical record through a theoretical and conceptual textual model - the 3A Framework (3AF) which considers the representation of historical accuracy, authenticity and account (Donald & Reid, 2023)... Read More about Merging Fact & Fiction in War Comics: Diversity, Identity and Social Injustice.

‘It’s NOT in the Game’ – Commemoration and Commerce in EA Sports FIFA Franchise (2024)
Book Chapter
Donald, I. ‘It’s NOT in the Game’ – Commemoration and Commerce in EA Sports FIFA Franchise. In The Interactive Past Re-Imagined: New Horizons of Video Games, History, and Archaeology. Sidestone Press

In 2023 witnessed a seismic shift in the world of virtual football as the licensing agreement between EA Sports and FIFA (the governing body of football) that had existed since 1993 came to an end and it was announced that going forward FIFA (the gam... Read More about ‘It’s NOT in the Game’ – Commemoration and Commerce in EA Sports FIFA Franchise.

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.

Playing with the dead: transmedia narratives and the Walking Dead games (2023)
Book Chapter
Donald, I., & Austin, H. J. (2023). Playing with the dead: transmedia narratives and the Walking Dead games. In R. Yilmaz, M. N. Erdem, & F. Resuloğlu (Eds.), Research anthology on game design, development, usage, and social impact (1435-1456). IGI Global. https://doi.org/10.4018/978-1-6684-7589-8.ch069

This chapter discusses the theory and practice of transmedia narratives within the storyworld created by Robert Kirkman, Tony Moore and Charlie Adlard's comics series The Walking Dead. It examines key aspects from the comics series and AMC's adaptive... Read More about Playing with the dead: transmedia narratives and the Walking Dead games.

Video Games, Historical Representation and Soft Power (2023)
Journal Article
Donald, I., Webber, N., & Wright, E. (2023). Video Games, Historical Representation and Soft Power. Journal of Gaming and Virtual Worlds, 15(2), 105-127. https://doi.org/10.1386/jgvw_00075_1

This article explores how historical video games have become tools for UK and Chinese ‘soft power’ or ‘public diplomacy’ and the role of historical representation in portraying cultural identity in the global marketplace. In the UK, state support has... Read More about Video Games, Historical Representation and Soft Power.

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.

Their memory: exploring veteran's voices (2021)
Book Chapter
Donald, I., Houghton, E., & Scott-Brown, K. (2021). Their memory: exploring veteran's voices. In C. E. Ariese, K. H. J. Boom, B. van den Hout, A. A. Mol, & A. Politopoulos (Eds.), Return to the interactive past : the interplay of video games and histories (31--44). Sidestone Press

Digital training in the aeronautical industry: measuring the usability of two mobile applications (2020)
Journal Article
Smy, P. J., Donald, I., Scott-Brown, K., & Falconer, R. E. (2020). Digital training in the aeronautical industry: measuring the usability of two mobile applications. Frontiers in Computer Science, 2, https://doi.org/10.3389/fcomp.2020.00022

The air traffic control industry is highly regulated, with stringent processes and procedures to ensure that IP (Intellectual Property) and workplaces are kept secure. The training of air traffic controllers (ATCs) and other roles relating to air tra... Read More about Digital training in the aeronautical industry: measuring the usability of two mobile applications.

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.

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.

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.

Great War Dundee: hidden histories (2019)
Other
Donald, I., Kenefick, B., Patrick, D., Sinclair, F., Kenefick, B., Patrick, D., …Jeffrey, A. (2019). Great War Dundee: hidden histories. [Booklet]. Dundee

The Great War had a long and lasting impact on the city of Dundee and its people.Great War Dundee - hidden histories presents research that was carried out by volunteers on behalf of the Great War Dundee Partnership to uncover and make these hidden h... Read More about Great War Dundee: hidden histories.

Great War Dundee: featuring Ragtime soldier (2019)
Digital Artefact
Vaughan, P., Murray, C., Kenefick, B., Donald, I., Patrick, D., Sinclair, F., Mills, P., Mills, P., Welsh, G., Vaughan, P., Laird, C., Balson, E., Austin, H., Keepers, E., Morozova, A., & Kennedy, I. (2019). Great War Dundee: featuring Ragtime soldier

This comic is part of the Great War Dundee (GWD) Hidden Histories project, which was made possible thanks to the generous support of The National Lottery Heritage Fund. It was developed by Professor Christopher Murray and Phillip Vaughan and tells th... Read More about Great War Dundee: featuring Ragtime soldier.

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

Their memory: exploring veterans' voices, virtual reality and collective memory (2019)
Journal Article
Donald, I., & Scott-Brown, K. (2019). Their memory: exploring veterans' voices, virtual reality and collective memory. Journal of Virtual Worlds Research, 12(2), https://doi.org/10.4101/jvwr.v12i2.7360

This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veter... Read More about Their memory: exploring veterans' voices, virtual reality and collective memory.

Call of duty: Modern warfare (series) (2019)
Book Chapter
Donald, I. (2019). Call of duty: Modern warfare (series). In K. Schrier (Ed.), Learning, education & games (83--86). ETC Press. https://doi.org/10.1184/R1/10557950

Call of Duty: Modern Warfare (MW) and its sequels Modern Warfare 2 (MW2) and Modern Warfare 3 (MW3) are FPS video games primarily developed by California-based developer Infinity Ward and published by Activision. They are the fourth, sixth and eighth... Read More about Call of duty: Modern warfare (series).

Lest they forget: exploring commemoration and remembrance through games and digital technologies (2019)
Book Chapter
Donald, I. (2019). Lest they forget: exploring commemoration and remembrance through games and digital technologies. In M. Kerby, M. Baguley, & J. McDonald (Eds.), The Palgrave Handbook of Artistic and Cultural Responses to War since 1914 (427--446). Palgrave Macmillan. https://doi.org/10.1007/978-3-319-96986-2_24

The centennial of the First World War has encouraged a wide range of projects to commemorate the participants and communities affected by the conflict. This chapter considers how games and interactivity can be used to enhance commemoration and rememb... Read More about Lest they forget: exploring commemoration and remembrance through games and digital technologies.

Just war? War games, war crimes, and game design (2019)
Journal Article
Donald, I. (2019). Just war? War games, war crimes, and game design. Games and Culture, 14(4), 367--386. https://doi.org/10.1177/1555412017720359

Military shooters have explored both historical and modern settings and remain one of the most popular game genres. While the violence of these games has been explored in multiple studies, the study of how war and the rules of war are represented is... Read More about Just war? War games, war crimes, and game design.

Visualising the Iolaire (2018)
Digital Artefact
Donald, I., & Robertson, I. (2018). Visualising the Iolaire. [Online Application]

Visualising the Iolaire is an AHRC Living Legacies 1914-18 project. Living Legacies 1914-18 provides communities with access to information, expertise and support for projects that explore the impacts that World War One had in Britain and Ireland, an... Read More about Visualising the Iolaire.

Their memory (2018)
Digital Artefact
Donald, I., & Houghton, E. (2018). Their memory. [VR experience]

Their Memory aims to explore how games design and technology can enhance documentary and storytelling techniques in engaging hard to reach audiences with wartime memories.

Their Memory is a VR (Oculus Go/Oculus Rift) experience designed to engage... Read More about Their memory.

The US enters the war (2018)
Book Chapter
Donald, I. (2018). The US enters the war. In C. Lindsay (Ed.), . DCT Media & Co. Ltd

Finding the will to go on (2018)
Book Chapter
Donald, I. (2018). Finding the will to go on. In C. Lindsay (Ed.), First World War (132--133). DCT Media & Co. Ltd

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.

Playing with the dead: transmedia narratives and the Walking Dead games (2018)
Book Chapter
Donald, I., & Austin, H. (2018). Playing with the dead: transmedia narratives and the Walking Dead games. In R. Yılmaz, M. N. Erdem, & F. Resuloğlu (Eds.), Handbook of research on transmedia storytelling and narrative strategies (50-71). IGI Global. https://doi.org/10.4018/978-1-5225-5357-1.ch004

This chapter discusses the theory and practice of transmedia narratives within the storyworld created by Robert Kirkman, Tony Moore and Charlie Adlard's comics series The Walking Dead. It examines key aspects from the comics series and AMC's adaptive... Read More about Playing with the dead: transmedia narratives and the Walking Dead 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.

Project sanitarium: playing tuberculosis to its end game (2017)
Journal Article
Donald, I., Meyer, K. A., Brengman, J., Gillespie, S. H., & Bowness, R. (2017). Project sanitarium: playing tuberculosis to its end game. Journal of Computing in Higher Education, 29, 599--617. https://doi.org/10.1007/s12528-017-9145-1

Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the... Read More about Project sanitarium: playing tuberculosis to its end game.

On the use of serious games technology to facilitate large-scale training in cybercrime response (2017)
Journal Article
Coull, N., Donald, I., Ferguson, I., Keane, E., Mitchell, T., Smith, O. V., Stevenson, E., & Tomkins, P. (2017). On the use of serious games technology to facilitate large-scale training in cybercrime response. European Police Science and Research Bulletin, Special Conference Edition, 123--130

As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there ex... Read More about On the use of serious games technology to facilitate large-scale training in cybercrime response.

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.

5:47: shot at dawn (2016)
Digital Artefact
Pittner, F., & Donald, I. (2016). 5:47: shot at dawn

Read the story of the campaign to commemorate Private Peter Black in the digital comic download – 5:47 by Fruzsina Pittner, supported by The Nine Incorporated Trades of Dundee Innovation Internship, and Iain Donald, Abertay University.

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.

Loos: the fallen fourth (2015)
Digital Artefact
Donald, I., Demuth, A., & Cook, T. (2015). Loos: the fallen fourth. [Interactive documentary]

Loos: The Fallen Fourth was created as an interactive documentary as part of the Great War Dundee project. Please visit www.greatwardundee.com for more details on the overall project

Loos: The Fallen Fourth focuses on the story of the 4th Black Wa... Read More about Loos: the fallen fourth.

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.