Brendan Keogh
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View article: The Impact of Mass Game Industry Layoffs on the CHI PLAY Community
The Impact of Mass Game Industry Layoffs on the CHI PLAY Community Open
View article: "We want to give others the same chance we had": When indiedevelopers become money capitalists.
"We want to give others the same chance we had": When indiedevelopers become money capitalists. Open
View article: A play of bodies: a phenomenology of videogame experience
A play of bodies: a phenomenology of videogame experience Open
Videogames require robust yet flexible methods and vocabularies of critical analysis that appreciate both the textual and embodied pleasures of players. Such analysis cannot start with the player’s intentions as an autonomous user nor with…
View article: Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education
Creative, Technical, Entrepreneurial: Formative Tensions in Game Development Higher Education Open
Higher education (HE) has become a common pathway into game development careers. Previous research with students and educators has shown how game development HE exemplifies a “creative industries” approach that seemingly marries technical …
View article: The Videogame Industry Does Not Exist
The Videogame Industry Does Not Exist Open
The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in North …
View article: An Iranian Videogame Industry? Localizing Videogame Production Beyond The “Global” Videogame Industry
An Iranian Videogame Industry? Localizing Videogame Production Beyond The “Global” Videogame Industry Open
Videogame researchers have long considered the role videogames play in different cultural, social, and political contexts around the world. However, when it comes to researching videogame production, literature on the nominally global vide…
View article: Virtual respiratory therapy delivered through a smartphone app: a mixed-methods randomised usability study
Virtual respiratory therapy delivered through a smartphone app: a mixed-methods randomised usability study Open
Introduction A new smartphone app (QUT Inspire) has been developed to detect inspiratory sound and deliver virtual incentive spirometry (ISy), a respiratory therapy technique used in postoperative recuperation, management of some chronic c…
View article: Seeking Inspiration: Examining the Validity and Reliability of a New Smartphone Respiratory Therapy Exergame App
Seeking Inspiration: Examining the Validity and Reliability of a New Smartphone Respiratory Therapy Exergame App Open
Background: Clinically valid and reliable simulated inspiratory sounds were required for the development and evaluation of a new therapeutic respiratory exergame application (i.e., QUT Inspire). This smartphone application virtualises ince…
View article: 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation
1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation Open
Critics of both the game industry specifically and the cultural industries broadly have long drawn attention to how romantic ideals around creative and passionate work are exploited by cultural firms.Long hours, periods of contingent emplo…
View article: 8. More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development
8. More Than One Flop from Bankruptcy : Rethinking Sustainable Independent Game Development Open
Since the mid-2000s saw runaway videogame successes created beyond the traditional studio paradigm, 'indie games' have received increased attention from distributors, console manufactures, documentary makers, festival organizers, and, cruc…
View article: Game Production Studies
Game Production Studies Open
In the introduction, the editors of this collection argue for the importance of game production studies at a point when the public awareness about the production context of video games has, arguably, never been higher.With so many accounts…
View article: Hobbyist Game Making Between Self-Exploitation and Self-Emancipation
Hobbyist Game Making Between Self-Exploitation and Self-Emancipation Open
Critics of both the game industry specifically and the cultural industries broadly have long drawn attention to how romantic ideals around creative and passionate work are exploited by cultural firms. Long hours, periods of contingent empl…
View article: Hobbyist Game Making Between Self-Exploitation and Self-Emancipation
Hobbyist Game Making Between Self-Exploitation and Self-Emancipation Open
Critics of both the game industry specifically and the cultural industries broadly have long drawn attention to how romantic ideals around creative and passionate work are exploited by cultural firms. Long hours, periods of contingent empl…
View article: More Than One Flop from Bankruptcy: Rethinking Sustainable Independent Game Development
More Than One Flop from Bankruptcy: Rethinking Sustainable Independent Game Development Open
Since the mid-2000s saw runaway videogame successes created beyond the traditional studio paradigm, ‘indie games’ have received increased attention from distributors, console manufactures, documentary makers, festival organizers, and, cruc…
View article: Platformisation in game development
Platformisation in game development Open
This article examines how the process of platformisation is manifesting in videogame development. Rather than reinforcing a top-down perspective of platformisation centred on distribution platforms like app stores, we focus on often overlo…
View article: The Melbourne indie game scenes
The Melbourne indie game scenes Open
This chapter draws from over 40 interviews conducted with Australian videogame makers based in the state capital of Victoria, Melbourne – where a combination of established skills, state funding, and cultural support have birthed a rich an…
View article: Assessment of Mobile Health Apps Using Built-In Smartphone Sensors for Diagnosis and Treatment: Systematic Survey of Apps Listed in International Curated Health App Libraries
Assessment of Mobile Health Apps Using Built-In Smartphone Sensors for Diagnosis and Treatment: Systematic Survey of Apps Listed in International Curated Health App Libraries Open
Background More than a million health and well-being apps are available from the Apple and Google app stores. Some apps use built-in mobile phone sensors to generate health data. Clinicians and patients can find information regarding safe …
View article: Digital Media Research Centre (DMRC) submission to the Review of Australian classification regulation
Digital Media Research Centre (DMRC) submission to the Review of Australian classification regulation Open
View article: Seeking inspiration:Development and evaluation of a new mHealth app for respiratory therapy using built-in smartphone sensors
Seeking inspiration:Development and evaluation of a new mHealth app for respiratory therapy using built-in smartphone sensors Open
Incentive spirometry (ISy) is a longstanding respiratory therapy technique for clearing mucus from the airways to prevent respiratory complications such as chest infections or pneumonia. Slow gradual maximal inspirations are encouraged by …
View article: The Cultural Field of Video Game Production in Australia
The Cultural Field of Video Game Production in Australia Open
Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Japan, videogame production happens in a range of contexts, at a variety of scales, and for a number of reasons. While “the videogame industr…
View article: Prescribable mHealth apps using built-in smartphone sensors for diagnosis and therapy
Prescribable mHealth apps using built-in smartphone sensors for diagnosis and therapy Open
Background: The 2.7 billion or more smartphone users worldwide possess devices with multiple built-in sensors which may be amenable to generating valuable data to improve health. Over 500 million smartphone users have downloaded one…
View article: From aggressively formalised to intensely in/formalised: accounting for a wider range of videogame development practices
From aggressively formalised to intensely in/formalised: accounting for a wider range of videogame development practices Open
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, the global videogame industry is fragmenting. New audiences, distribution platforms, and development tools are expanding the videogame indu…
View article: “Game Over, Man. Game Over”: Looking at the Alien in Film and Videogames
“Game Over, Man. Game Over”: Looking at the Alien in Film and Videogames Open
In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read t…
View article: Introduction
Introduction Open
On 2 April 2016, the DiGRA Australia chapter held its inaugural regional symposium in Brisbane, Queensland. The goal of this symposium, in part, was to highlight and identify the broader scholarship happening on games beyond the usual geog…
View article: <i>Pokémon Go</i>, the novelty of nostalgia, and the ubiquity of the smartphone
<i>Pokémon Go</i>, the novelty of nostalgia, and the ubiquity of the smartphone Open
None of the elements that contribute to the phenomenon of Pokémon Go are particularly new. Augmented-reality and location-based games, artworks, and marketing campaigns have existed for well over a decade. Meanwhile, the Pokémon franchise …
View article: Hackers and Cyborgs: Binary Domain and Two Formative Videogame Technicities
Hackers and Cyborgs: Binary Domain and Two Formative Videogame Technicities Open
Through the course of Binary Domain’s action-packed narrative, it becomes increasingly unclear who is human, who is machine, and who is somewhere in between. Ultimately, such a distinction is futile when our everyday experiences are so ubi…
View article: Playing for Fun, Training for War
Playing for Fun, Training for War Open
In the cultural controversy surrounding “violent video games,” the manufacturers and players of games often insist that computer games are a form of harmless entertainment that is unlikely to influence the real-world activities of players.…
View article: Making things: Beyond the binary of manufacturing and creativity
Making things: Beyond the binary of manufacturing and creativity Open
In December 2013 US auto giant General Motors announced it would wind up production in Australia. It signalled the end of domestic production of the iconic “Australian” Holden motor car, and subjected thousands of workers and their familie…
View article: Between aliens, hackers and birds: Non-casual mobile games and casual game design
Between aliens, hackers and birds: Non-casual mobile games and casual game design Open
issue of video game magazine Edge did not display a high-defi nition render of an upcoming blockbuster game on its cover.It simply showed the increasingly ubiquitous logo of technology company Apple, creators of the iPhone.'Apple has chang…
View article: Hackers, gamers and cyborgs
Hackers, gamers and cyborgs Open
Gamergate began in August 2014 when a slighted and abusive ex-boyfriend of Zoe Quinn, developer of the award-winning interactive fiction game Depression Quest, posted private and libellous information to internet message boards with a pred…