Professional Certificate of Neurodivergent Affirming Practices

I have recently completed a Professional Certificate of Neurodivergent Affirming Practices through the wonderful DivergAntz Collective.

The course explored “Neurodivergent Affirming Practice, Autism, ADHD, Neuroception (the brain), Sensory Registration, Profiles and the impact of sensory registration on coping strategies and maintaining a state of regulation”.

I found it really useful, the most interesting thing for me was exploring the research and sources behind the concepts and ideas explored. Thanks to the DivergAntz team for creating such an awesome course!

If you’re interested in completing the course – which I highly recommend! You can check it out here: https://divergantz.com.au/education

Call for Papers: “Creative Digital Escape Rooms” Special issue of Digital Creativity

Digital Creativity – Special Issue: “Creative Digital Escape Rooms”
Special Issue Editors: Erik Champion, University of South Australia, erik.champion@unisa.edu.au and Susannah Emery, University of South Australia susannah.emery@unisa.edu.au

While they are increasingly popular in urban settings, digital escape rooms can be experienced physically, digitally, virtually, or in hybrid form, inside or outside (Lucarelli 2019), or a combination of both. Their potential as learning environments has been well-researched (Makri, Vlachopoulos, and Martina 2021; Charlo 2022), as has their potential for a range of domains: engaging audiences with museum and gallery collections (Smith 2017; Antoniou, Dejonai, and Lepouras 2019; Back et al. 2019; Schaffman 2017), showcasing tourism attractions (Pakhalov and Rozhkova 2020) or even visualising big data (Lior 2020).

They have also been used to test educational techniques (McFadden and Porter 2018; Karageorgiou, Mavrommati, and Fotaris 2019; Pozo-Sánchez, Lampropoulos, and López-Belmonte 2022) and allow the training of unlikely skills and concepts, such as computer programming (Yllana-Prieto, González-Gómez, and Jeong 2023). They can integrate analogue and digital content (Krekhov et al. 2021), exist purely in the virtual realm (Pozo-Sánchez, Lampropoulos, and López-Belmonte 2022), or combine human-driven, mechanical or “smart” interaction and sensory devices (Karageorgiou et al. 2021).

But what makes a creative digital escape room? How can creative experiences be shared? How can creative content be explored and appreciated? How can creative decision-making, insight, and teamwork be fostered and encouraged? Are there digital escape rooms that allow themselves to be creatively reframed, reconfigured, or otherwise modified or extended?

We are equally open to submissions on hybrid (digital and physical) escape rooms, virtual escape rooms, and escape rooms that redefine, provoke or extend stereotypes and conventions of escape room design.

Examples include but are not limited to:

Creative content, creative design, creative user input, or creative experiences arising from digital escape room design;
The implications of different genres, platforms, equipment or the mode of delivery on creative engagement;
Trends, relationships, and influences relating to digital escape room design;
The dynamic relationships between tools, interaction, surroundings, and environment;
Design tools and design methods;
Historical, pedagogical, and/or auto-ethnographic accounts of digital escape rooms;
Critical reflections and interventions on the relationship of digital escape rooms, changing social phenomena, culture, and creativity;
Accounts and analyses of engagement and evaluation of digital escape room experiences.
Submission requirements:

Submission to this special issue is a two-stage process. Authors interested in contributing are invited to submit an extended abstract (500 words) for review. The extended abstract should include the following information: (1) Name of author(s) with email addresses and affiliation, if applicable, (2) Title of the paper, (3) Body of the abstract, (4) Preliminary bibliography, (5) Short bio(s). Please email abstracts directly to the editors listed below. Authors whose abstracts are accepted will then be invited to submit a full paper (up to 7000 words). Full papers will then be double blind peer reviewed for acceptance into the special issue. Note that acceptance of an abstract alone does not imply acceptance for publication in the journal. Upon acceptance of the abstract, you will be sent further authors’ guidelines based on the Digital Creativity guidelines (Instructions for Authors) at https://www.tandf.co.uk/journals/NDCR.

Important Dates

Abstracts due: January 13, 2025;

Full papers due: March 31, 2025 – full essays due via ScholarOne;

Final versions due: June 30, 2025– deadline for final/revised articles;

Expected publication: End of 2025.

Submission method Please send extended abstracts as PDFs or any questions to erik.champion@unisa.edu.au and cc susannah.emery@unisa.edu.au

References

Antoniou, Angeliki, Marios Ilias Dejonai, and George Lepouras. 2019. ‘Museum escape’: A game to increase museum visibility. Paper presented at the Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings 8.
Back, Jon, Svante Back, Emma Bexell, Stefan Stanisic, and Daniel Rosqvist. 2019. The quest: An escape room inspired interactive museum exhibition. Paper presented at the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts.
Charlo, José Carlos Piñero. 2022. “The Rise of Educational Escape Rooms: Designing Games as Formative Tasks.” In Handbook of Research on the Influence and Effectiveness of Gamification in Education, 143-63. IGI Global.
Karageorgiou, Zoi, Eirini Mavrommati, and Panagiotis Fotaris. 2019. Escape room design as a game-based learning process for STEAM education. Paper presented at the ECGBL 2019 13th European Conference on Game-Based Learning.
Karageorgiou, Zoi, Konstantinos Michalakis, Markos Konstantakis, Georgios Alexandridis, and George Caridakis. 2021. Smart Escape Rooms for Cultural Heritage: A Systematic Review. Paper presented at the Proceedings of the European Conference on Games-based Learning.
Krekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. 2021. “Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games.” Review of. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY):1-24.
Lior, Solomovich. 2020. “Studying big data using virtual escape rooms.” Review of. International Journal of Advanced Statistics and IT&C for Economics and Life Sciences 10 (1):23-30.
Lucarelli, Vissia. 2023. “Creating an Escape Room in a Heritage Site.” Accessed 12 July 2023. https://www.museumnext.com/article/creating-an-escape-room-in-a-heritage-site/.
Makri, Agoritsa, Dimitrios Vlachopoulos, and Richard A Martina. 2021. “Digital escape rooms as innovative pedagogical tools in education: A systematic literature review.” Review of. Sustainability 13 (8):4587.
McFadden, Colin, and S Porter. 2018. Augmented reality escape rooms as high-engagement educational resources. Paper presented at the ICERI2018 Proceedings.
Pakhalov, Alexander, and Natalia Rozhkova. 2020. “Escape rooms as tourist attractions: Enhancing visitors’ experience through new technologies.” Review of. Journal of Tourism, Heritage & Services Marketing (JTHSM) 6 (2):55-60.
Pozo-Sánchez, Santiago, Georgios Lampropoulos, and Jesús López-Belmonte. 2022. “Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms.” Review of. Journal of New Approaches in Educational Research 11 (2):307-22.
Schaffman, A. 2017. “Escaping the Mundane: Using Escape Rooms in a Museum Setting.” In MuseumNext: RISK. Melbourne, Australia: MuseumNext.
Smith, Amanda. 2023. “How to get millennials into your Museum with escape rooms.” MuseumNext, Accessed 12 July. https://www.museumnext.com/article/get-millennials-museum/.
Yllana-Prieto, Félix, David González-Gómez, and Jin Su Jeong. 2023. “The escape room and breakout as an aid to learning STEM contents in primary schools: an examination of the development of pre-service teachers in Spain.” Review of. Education 3-13:1-17. doi: 10.1080/03004279.2022.2163183

Life ReSounding

Our game Life Resounding has been released in Beta state! You can access it through the links below if you’re interested, we would love to hear your thoughts.

Life (Re)Sounding is a short game/interactive 5 track music album created using Unreal 5 and the MetaMidiToolkit.  It is designed to raise awareness of how hard it is to exist as a neurodivergent person in a neurotypical world, by encouraging players to engage with slices of life of a neurodivergent person thrust into a world that was built for neurotypical people. 

If you’re interested in finding out more about our game, you can watch the video below:

Recently my colleague George and I were lucky enough to speak to Channel 10 News about the work we are doing on Life Resounding.

The game is currently in Beta state meaning there might still be some bugs or issues that need to be ironed out. We would love if you could help us find them! If you like you can play the game for free on itch.io: https://likeglassgames.itch.io/life-resounding

Games for Change Asia Pacific

I’m looking forward to speaking at the Games for Change Asia-Pacific Festival in Melbourne on the 4th of October! Together with Samuel Whiting we’ll be speaking about our game vignette LifeResounding designed to raise awareness of growing up neurodivergent in a world created for neurotypical people.

We would love to see you there! You can learn more about Games for Change Asia Pacific and see the schedule here: https://g4capac.org/festival-2024/

High Score 2024 – MIGW

Join me at High Score 2024 on 5&6 Oct in Melbourne where I’ll be a speaker!

The conference is for anyone with an interest in making music and sound for games and connecting with the games music community.

I’ll be speaking about using the MetaMIDI toolkit as a designer, and how we created it to help game designers represent specific emotions in their gameplay.

The event will be in-person in Melbourne, or you can jump on the live stream from anywhere in the world. Tickets on sale now via apraamcos.com.au/highscore24

AVCON 2024!

This year AVON (Anime and Video Games Convention) was held at the Adelaide showgrounds. There were so many great things to see at AVCON – from the indie games room to the tabeletop games, there was something for everyone!

The Indie Games Room was again sponsored by UniSA and in there I was able to play some great games by South Australian developers across all domains – it’s so great to see the support for our local devs!

This year I was lucky enough to speak on a panel all about different paths to becoming a game developer, and the variety of skills that are useful in the game development industries. The panel was chaired by Associate Professor at UniSA Stewart Von Itzstein and alongside me on the panel was the wonderful game developer Billy Bizilis and aficionado of all things audio John Oestmann.

We were able to cover quite a few topics during the session but I think some of the big points were the importance of social growth in the game development industry – the importance of understanding that when we are creating games with others, we all think and approach things in a different way. I love that making games with passionate people gives me the opportunity to learn more about how different people develop their ideas, and how they work on their projects.

Staying open with our communication and ensuring we are using methods to communicate that suit every brain on our team allows us as developers to ensure the development process goes as smoothly as possible and that our games are as strong as they can be!

Unreal Fest Gold Coast ’24!

In late May I got to escape the freezing cold Adelaide weather and head to the sunny Gold Coast for Epic Games’ Unreal Fest 2024! This was my first ever Unreal Fest and what a great event it was! I got to meet with some amazing people from Unreal’s worldwide education team, and connect with, and gain insights from some awesome educators using Unreal engine across Australia and even the world!

As seasoned Unreal Fest veterans, the wonderful Jason and Cam from Flinders Uni were there to introduce me to everyone (thank you both!) and it was a joy to represent the SA Unreal Engine education scene with them! 😀 Here’s a pic of me and Cam at one of the education sessions:

As well as a bunch of really interesting talks and panels, there was an education roundtable where we were able to talk about the strengths and challenges of using Unreal in education and share our insights with each other. We also got to hear all about the changes to the wonderful academic partnership program, and all the ways the program helps ensure that what we are sharing with our students is industry ready, valuable skills! I’m so proud and excited that UniSA is a part of the education partnership program!

The best part of all was that I got this gorgeous koala pin!

Thanks so much for hosting such a great event to the Epic Games Unreal Engine Team and I hope to attend Unreal Fest in 2025!

News: Like to run or running for likes? How the gamification of fitness apps motivates movement

Recently I got to speak to Will Venn about the use of gamification, or the use of game-like elements in spaces other than games to engage people in activities such as fitness. Alongside some other specialists in areas such as health, I got to talk to Will about the difference between game design and gamification.

I got to talk about the very cool Zombies, Run! game, and how it, and Pokemon Go! Addressed the Covid pandemic by adapting their game design to align with lockdown requirements. I also got to speak about the way in which engaging players through a storyline or a narrative can help modify an individual’s perception of physical activity – actually making our brains feel as though the exercise doesn’t involve as much exertion!

You can read the article here: https://www.unisa.edu.au/connect/enterprise-magazine/articles/2024/like-to-run-or-running-for-likes-how-the-gamification-of-fitness-apps-motivates-movement/

Article: Using Radical Co-Design to Create and Develop a Technology-Based Solution to Improve Post-Release Outcomes for Formerly Incarcerated Women: LindaBot

This month, my colleague Michele and I were published in the International Journal of Communication, where we wrote an article about the importance of “Radical Co-Design” in creating the LindaBot Chatbot, designed to provide access to information to support formerly incarcerated women.

Whilst many projects involve co-design at some point, in this article we call for a new type of co-design called radical co-design, where formerly incarcerated women have ownership of the final product, and are involved in all stages of the creation of the product – including the ideation, design and development.

Here is the abstract for the article:
Most women exiting prison face profound disadvantages and are likely to struggle with poor mental and physical health. Rarely are women furnished with the resources needed to flourish post-release, and seemingly simple-sounding tasks like getting formal identification are quite complicated. The contributions of lived experience to human service delivery and research are incredibly valuable, yet the ability to contribute meaningfully to interventions is rarely afforded to formerly incarcerated women. Our project seeks to address this gap through the co-design of a chatbot, called LindaBot. In this article, we discuss the method and methodology we used when working with formerly incarcerated women to ideate, design, develop, and test a technology-based solution to support their transition out of prison.

This article is open access and you can read it here: https://ijoc.org/index.php/ijoc/article/view/21208

Article: The language of women’s prisons: reflecting on violence and desistance

Katerina Bryant (University of South Australia) ; Linda Fisk (University of South Australia) ; Hayley Brown (University of South Australia) ; Suzie Anderson (University of South Australia) ; Michele Jarldorn (University of South Australia) ; Susannah Emery (University of South Australia)

I was lucky enough to be a co-author on this really important chapter on the language of women’s prisons, published in the TEXT Journal. Alongside my amazing colleagues, we explore the language used in prisons and the way it is used to control incarcerated people. I hope that as many people as possible read this article and that it raises awareness of the impact of language on incarcerated and formerly incarcerated people.

Here is the abstract:
This article explores the use of language and narrative in the carceral system, demonstrating how language is used as a tool of control and violence to bolster the prison industrial complex. We explore how incarcerated women are using narratives to understand and share their lived experience. In doing so, these women’s work contributes to the genre of “prison poetics” (Larson, 2010) which gives voice to the cruelty of the carceral system and thus advocates for abolition. We have chosen to integrate personal reflections throughout this article to highlight the lived experience of abolition work and the thoughts of Seeds’ Advisory Group members on the language used in prison.

The article is open access and you can read it here: https://find.library.unisa.edu.au/discovery/fulldisplay/alma9916847018501831/61USOUTHAUS_INST:ROR