Martin Gibbs
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Martin Gibbs has a total of 37 co-authors. Here are the top co-authors by number of shared publications:
- Bjorn Nansen
University of Melbourne
10 shared publications Michael Arnold
4 shared publications- Florian Floyd Mueller
Exertion Games Lab, Department of Human-Centred Computing, Monash University, Melbourne, Australia
3 shared publications - Frank Vetere
University of Melbourne, Melbourne, VIC, Australia
3 shared publications - Greg Wadley
School of Computing and Information Systems, The University of Melbourne, Melbourne, Australia
2 shared publications - Lucy A. Sparrow
School of Computing and Information Systems, The University of Melbourne, Melbourne, VIC, Australia
2 shared publications
Latest Publications
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
From Quarters Per Minute to Daily Quests and Seasons: Developer Perspectives on Temporal Design in Video Games
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-15
Open AccessFrom Quarters Per Minute to Daily Quests and Seasons: Developer Perspectives on Temporal Design in Video Games
- Open Access
- 28 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 440-454
Evaluating Time in Play and Temporal Satisfaction: Time-Centric Language in Video Game User Reviews on Steam
- 28 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 440-454
Open AccessEvaluating Time in Play and Temporal Satisfaction: Time-Centric Language in Video Game User Reviews on Steam
- Open Access
- 28 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 600-610
The Emerging Role of AI in Life Storytelling for Older Adults: A Systematic Review of Commercial Apps
- 28 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 600-610
Open AccessThe Emerging Role of AI in Life Storytelling for Older Adults: A Systematic Review of Commercial Apps
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-5
AI and the Afterlife
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-5
Open AccessAI and the Afterlife
- Open Access
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Bones of Contention: Social Acceptance of Digital Cemetery Technologies
Digital technologies play an increasingly prominent role in memorialisation, but their use at cemeteries has been criticised for lack of sensitivity. Designers of digital cemetery technologies (cemtech) face a high risk of causing offence or failing to attract users due to social norms of memorial sites. To map this area of design and its pitfalls, we first developed a typology of cemtech through a review of examples from around the world. We then evaluated social acceptance of various types of cemtech through a survey of 1,053 Australian residents. Younger people were more accepting of cemtech than older people. Acceptance was highest for cemtech with three characteristics: familiarity, intimacy of user group and peacefulness. Through a reflexive thematic analysis, we identified four attitudinal dichotomies that explain divergent reactions to cemtech: Expands/Impedes, Public/Private, Lively/Restful and Pragmatic/Affective. We conclude with a discussion of how this work can assist designers of public memorialisation technologies.
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-17
Open AccessBones of Contention: Social Acceptance of Digital Cemetery Technologies
Digital technologies play an increasingly prominent role in memorialisation, but their use at cemeteries has been criticised for lack of sensitivity. Designers of digital cemetery technologies (cemtech) face a high risk of causing offence or failing to attract users due to social norms of memorial sites. To map this area of design and its pitfalls, we first developed a typology of cemtech through a review of examples from around the world. We then evaluated social acceptance of various types of cemtech through a survey of 1,053 Australian residents. Younger people were more accepting of cemtech than older people. Acceptance was highest for cemtech with three characteristics: familiarity, intimacy of user group and peacefulness. Through a reflexive thematic analysis, we identified four attitudinal dichotomies that explain divergent reactions to cemtech: Expands/Impedes, Public/Private, Lively/Restful and Pragmatic/Affective. We conclude with a discussion of how this work can assist designers of public memorialisation technologies.
- Open Access
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Personalised But Impersonal: Listeners' Experiences of Algorithmic Curation on Music Streaming Services
The consumption of music is increasingly reliant on the personalisation, recommendation, and automated curation features of music streaming services. Using algorithm experience (AX) as a lens, we investigated the user experience of the algorithmic recommendation and automated curation features of several popular music streaming services. We conducted interviews and participant-observation with 15 daily users of music streaming services, followed by a design workshop. We found that despite the utility of increasingly algorithmic personalisation, listeners experienced these algorithmic and recommendation features as impersonal in determining their background listening, music discovery, and playlist curation. While listener desire for more control over recommendation settings is not new, we offer a number of novel insights about music listening to nuance this understanding, particularly through the notion of vibe.
- 19 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-14
Open AccessPersonalised But Impersonal: Listeners' Experiences of Algorithmic Curation on Music Streaming Services
The consumption of music is increasingly reliant on the personalisation, recommendation, and automated curation features of music streaming services. Using algorithm experience (AX) as a lens, we investigated the user experience of the algorithmic recommendation and automated curation features of several popular music streaming services. We conducted interviews and participant-observation with 15 daily users of music streaming services, followed by a design workshop. We found that despite the utility of increasingly algorithmic personalisation, listeners experienced these algorithmic and recommendation features as impersonal in determining their background listening, music discovery, and playlist curation. While listener desire for more control over recommendation settings is not new, we offer a number of novel insights about music listening to nuance this understanding, particularly through the notion of vibe.
- 9 June 2022
- Published by Taylor & Francis in Internet Histories
- Vol. 7 (2) , 122-140
Let’s play something awful: a historical analysis of 14 years of threads
The Something Awful Let’s Play subforum is widely acknowledged as the birthplace of the Let’s Play (LP) media phenomenon. LPs typically involve people recording themselves playing games while providing commentary. LPs are an important media form in themselves as well as being an important antecedent to many contemporary and popular media forms such as live streaming, esports and speed-running. An examination of the Something Awful LP subforum can contribute to an understanding of the origins of LPs and the community that created them. In this paper, we report on a study of the Something Awful LP subforum and describe the kinds of engagement the community participates in the top threads, as well as looking to see if there are specific individuals responsible for guiding the subforum overall. We collected data from the thousands of public threads posted in the LP subforum, from its inception in 2007 to the end of 2020. The analysis of these postings presented in this paper draws on previous understandings of the behavioral roles, forms of engagement, and policing of practices that often occur on internet forums as part of the regulation and organization of associated online communities. Our results show that the LP subforum was not dominated by a small minority of users that dictated the community’s LP posting, recording and commentary practices, and that the content of the specific threads was much more important in determining what forms of LPs became popular.
- 9 June 2022
- Published by Taylor & Francis in Internet Histories
- Vol. 7 (2) , 122-140
Let’s play something awful: a historical analysis of 14 years of threads
The Something Awful Let’s Play subforum is widely acknowledged as the birthplace of the Let’s Play (LP) media phenomenon. LPs typically involve people recording themselves playing games while providing commentary. LPs are an important media form in themselves as well as being an important antecedent to many contemporary and popular media forms such as live streaming, esports and speed-running. An examination of the Something Awful LP subforum can contribute to an understanding of the origins of LPs and the community that created them. In this paper, we report on a study of the Something Awful LP subforum and describe the kinds of engagement the community participates in the top threads, as well as looking to see if there are specific individuals responsible for guiding the subforum overall. We collected data from the thousands of public threads posted in the LP subforum, from its inception in 2007 to the end of 2020. The analysis of these postings presented in this paper draws on previous understandings of the behavioral roles, forms of engagement, and policing of practices that often occur on internet forums as part of the regulation and organization of associated online communities. Our results show that the LP subforum was not dominated by a small minority of users that dictated the community’s LP posting, recording and commentary practices, and that the content of the specific threads was much more important in determining what forms of LPs became popular.
- 2 June 2022
- Published by Taylor & Francis in Digital Creativity
- Vol. 33 (3) , 234-249
Synchronizing multi-perspectival data of children’s digital play at home
Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed views of 6–8 year old children’s digital play with the game Minecraft, on a range of devices and in a range of household configurations. We explain the process undertaken in our own research, highlighting the need for flexibility and a collaborative approach between participants and researchers. We argue that collecting multi-perspectival recordings of digital play provides data that has the potential to greatly aid understanding of digital playworlds.
- 2 June 2022
- Published by Taylor & Francis in Digital Creativity
- Vol. 33 (3) , 234-249
Synchronizing multi-perspectival data of children’s digital play at home
Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed views of 6–8 year old children’s digital play with the game Minecraft, on a range of devices and in a range of household configurations. We explain the process undertaken in our own research, highlighting the need for flexibility and a collaborative approach between participants and researchers. We argue that collecting multi-perspectival recordings of digital play provides data that has the potential to greatly aid understanding of digital playworlds.
- 26 August 2021
- Published by Oxford University Press (OUP)
- p. 115-136
Automating Digital Afterlives
The question of how the dead “live on” by maintaining a presence and connecting to the living within social networks has garnered the attention of users, entrepreneurs, platforms, and researchers alike. In this chapter we investigate the increasingly ambiguous terrain of posthumous connection and disconnection by focusing on a diverse set of practices implemented by users and offered by commercial services to plan for and manage social media communication, connection, and presence after life. Drawing on theories of self-presentation (Goffman) and technological forms of life (Lash), we argue that moderated and automated performances of posthumous digital presence cannot be understood as a continuation of personal identity or self-presentation. Rather, as forms of mediated human (after)life, posthumous social media presence materializes ambiguities of connection/disconnection and self/identity.
- 26 August 2021
- Published by Oxford University Press (OUP)
- p. 115-136
Automating Digital Afterlives
The question of how the dead “live on” by maintaining a presence and connecting to the living within social networks has garnered the attention of users, entrepreneurs, platforms, and researchers alike. In this chapter we investigate the increasingly ambiguous terrain of posthumous connection and disconnection by focusing on a diverse set of practices implemented by users and offered by commercial services to plan for and manage social media communication, connection, and presence after life. Drawing on theories of self-presentation (Goffman) and technological forms of life (Lash), we argue that moderated and automated performances of posthumous digital presence cannot be understood as a continuation of personal identity or self-presentation. Rather, as forms of mediated human (after)life, posthumous social media presence materializes ambiguities of connection/disconnection and self/identity.
- Open Access
- 31 October 2020
- Published by SAGE Publications in Games and Culture
- Vol. 16 (6) , 719-742
Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games
This study introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players’ everyday ethical negotiations at the forefront of the analysis, this study utilises a novel set of game-related moral vignettes in a series of 20 in-depth interviews with players. Reflexive thematic analysis of these interviews produced four key themes by which participants considered the ethics of in-game actions: (1) game boundaries, (2) consequences for play, (3) player sensibilities, and (4) virtuality. These results support the conceptualisation of games as complex ethical sites in which players negotiate in-game ethics by referring extensively – although not exclusively – to a framework of ‘ludomorality’ that draws from the interpreted meanings associated with the ludic digital context.
- 31 October 2020
- Published by SAGE Publications in Games and Culture
- Vol. 16 (6) , 719-742
Open AccessLudic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games
This study introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players’ everyday ethical negotiations at the forefront of the analysis, this study utilises a novel set of game-related moral vignettes in a series of 20 in-depth interviews with players. Reflexive thematic analysis of these interviews produced four key themes by which participants considered the ethics of in-game actions: (1) game boundaries, (2) consequences for play, (3) player sensibilities, and (4) virtuality. These results support the conceptualisation of games as complex ethical sites in which players negotiate in-game ethics by referring extensively – although not exclusively – to a framework of ‘ludomorality’ that draws from the interpreted meanings associated with the ludic digital context.