user-player-centered analysis & design publications
book chapters
Tim Marsh. 2006. Vicarious experience: staying there connected with and through our own and other characters. Chapter, In: Gaming as Culture: Social Reality, Identity and Experience in Role-Playing, Collectible, and Computer Games. Jefferson, NC: McFarland (February 2006).
Tim Marsh. 2003. Staying there: an activity-based approach to narrative design and evaluation as an antidote to virtual corpsing, In: "Being There", Studies on New Technologies and Practices in Communication Series, Amsterdam: IOS Press, Chapter Five, pp. 85-96.
Journals
Tim Marsh, Kiyoung Yang, Minyoung Mun and Cyrus Shahabi. 2006. Capture and Assessment of User-Player Experience in Serious Games for Teachers and Developers, IEEE Multi-Media (Submitted).
Shamus Smith and Tim Marsh 2004. Evaluating design guidelines for reducing user disorientation in a desktop virtual environment, Virtual Reality, 8:1, Springer, pp. 55-62.
Tim Marsh. 2003. Presence as Experience: film informing ways of staying there, Presence: Teleoperators and Virtual Environments, 12:5, pp. 538-549.
Tim Marsh, Shamus Smith and Peter Wright. 2001. Evaluation for the Design of Experience: Modelling Breakdown of Interaction and Illusion, Journal of CyberPsychology and Behavior, 4:2, pp. 225-238.
Conferences, Workshops and Symposiums
Marsh T., Wong W.L., Carriazo E., Nocera L., Yang K.,Varma A., Yoon H., Huang Y-L, Kyriakakis C, Shahabi C. 2005. User Experiences and Lessons Learned from Developing and Implementing an Immersive Game for the Science Classroom. In: Proceedings of HCI International 2005, Las Vegas, Nevada, USA.
Marsh T., Yang K., Shahabi C., Wong W. L., Nocera L., Carriazo E., and Kyriakakis C. 2005. Automating the Detection of Breaks in Continuous User Experience with Computer Games. In: Proceedings of CHI'05 Human Factors in Computing Systems, Extended Abstracts, Portland, OR, USA, ACM Press.
Yang K., Marsh T., Mun M. and C. Shahabi. 2005. Continuous Archival and Analysis of User Data in Virtual and Immersive Game Environments, The 2nd ACM Workshop on Capture, Archival and Retrieval of Personal Experiences (CARPE'05), Singapore.
Tim Marsh, Kiyoung Yang and Cyrus Shahabi. 2005. Vicariously there: connected with and through our own and other characters, In: Proceedings of the AISB 2005 Virtual Social Characters Symposium: Empathic Interaction Theme, University of Hertfordshire, UK, pp. 115-121.
Tim Marsh. 2003. Staying There: Experience of Use and Experience from Use, 1st International Digital Games Research Conference, Digital Games Research Association (DiGRA), University of Utrecht, The Netherlands.
Tim Marsh and Shamus P. Smith. 2001. Guiding user navigation in virtual environments using awareness of virtual off-screen space. In: Proceedings of Guiding Users through Interactive Experiences: Usability Centred Design and Evaluation of Virtual 3D Environments, Germany: Springer-Verlag, pp. 149-154.
Tim Marsh. 2000. Evaluation for the Design of Experience, Paper presentation given at: 1st International Workshop on Narrative Interactive Learning Environments (NILE), Edinburgh, UK.
Tim Marsh, Shamus Smith and Peter Wright. 2000. Usability and Spatial Evaluation of a Stereoscopic Head Mounted Display Virtual Reality System. Unpublished paper.