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All Outputs (12)

Inclusive design for immersive spaces. (2019)
Journal Article
CRABB, M., CLARKE, D., ALWAER, H., HERON, M. and LAING, R. 2019. Inclusive design for immersive spaces. Design journal [online], 22(Sup 1: running with scissors: proceedings from 13th European Academy of Design international conference (EAD 2019), 10-12 April 2019, Dundee, UK), pages 2105-2118. Available from: https://doi.org/10.1080/14606925.2019.1594934

It is vital when creating learning environments that attention is paid towards individuals using a given space, activities that they will carry out, and the available equipment that will facilitate this. It is also important that these spaces are cre... Read More about Inclusive design for immersive spaces..

Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games. (2018)
Journal Article
HERON, M.J., BELFORD, P.H., REID, H. and CRABB, M. 2018. Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games. Computer games journal [online], 7(2), pages 97-114. Available from: https://doi.org/10.1007/s40869-018-0057-8

Evaluation of accessibility within a tabletop context is much more complicated than it is within a video game environment. There is a considerable amount of variation in game systems, game mechanisms, and interaction regimes. Games may be entirely ve... Read More about Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games..

Eighteen months of Meeple Like Us: an exploration into the state of board game accessibility. (2018)
Journal Article
HERON, M.J., BELFORD, P.H., REID, H. and CRABB, M. 2018. Eighteen months of Meeple Like Us: an exploration into the state of board game accessibility. Computer games journal [online], 7(2), pages 75-95. Available from: https://doi.org/10.1007/s40869-018-0056-9

The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially thos... Read More about Eighteen months of Meeple Like Us: an exploration into the state of board game accessibility..

Pacman's canon in C#: a quantum interpretation of video game canon. (2017)
Journal Article
HERON, M. 2017. Pacman's canon in C#: a quantum interpretation of video game canon. Computer games journal [online], 6(3), pages 135-151. Available from: https://doi.org/10.1007/s40869-017-0036-5

The topic of what constitutes canon with a video game is an under-explored topic in critical discussion. We rely, as a field, on largely intuitive and insubstantial parameters for the elements that we choose to analyse. This paper outlines the role o... Read More about Pacman's canon in C#: a quantum interpretation of video game canon..

Ethical and professional complications in the construction of multi-developer hobbyist games. (2016)
Journal Article
HERON, M.J. 2016. Ethical and professional complications in the construction of multi-developer hobbyist games. Computer games journal [online], 5(3), pages 115-129. Available from: https://doi.org/10.1007/s40869-016-0025-0

The modern availability of powerful video game development frameworks has resulted in something of an indie renaissance. Within this blossoming of small scale development are numerous hobbyist developers who build games for their own inherent satisfa... Read More about Ethical and professional complications in the construction of multi-developer hobbyist games..

Viewing art on a tablet computer: A well-being intervention for people with dementia and their caregivers. (2015)
Journal Article
TYACK, C., CAMIC, P.M., HERON, M.J. and HULBERT, S. 2017. Viewing art on a tablet computer: A well-being intervention for people with dementia and their caregivers. Journal of applied gerontology [online], 36(7), pages 864-894. Available from: https://doi.org/10.1177/0733464815617287

Art-based interventions have been shown to be beneficial for the well-being of people with dementia and their caregivers. This article explored whether such interventions can be delivered via a touchscreen tablet device displaying art images. Method:... Read More about Viewing art on a tablet computer: A well-being intervention for people with dementia and their caregivers..

Fuzzy ethics: or how I learned to stop worrying and love the bot. (2015)
Journal Article
HERON, M.J. and BELFORD, P. 2015. Fuzzy ethics: or how I learned to stop worrying and love the bot. ACM SIGCAS computers and society [online], 45(4), pages 4-6. Available from: https://doi.org/10.1145/2856428.2856429

The recent death of a Volkswagen worker at the hand of a factory robot has resulted in a number of editorials and opinion pieces discussing moral responsibility and robots. In this short response piece we outline some of the wider context of this dis... Read More about Fuzzy ethics: or how I learned to stop worrying and love the bot..

Musings on misconduct: a practitioner reflection on the ethical investigation of plagiarism within programming modules. (2015)
Journal Article
HERON, M.J. and BELFORD, P. 2015. Musings on misconduct: a practitioner reflection on the ethical investigation of plagiarism within programming modules. ACM SIGCAS computers and society [online], 45(3), pages 438-444. Available from: https://doi.org/10.1145/2874239.2874304

Tools for algorithmically detecting plagiarism have become very popular, but none of these tools offers an effective and reliable way to identify plagiarism within academic software development. As a result, the identification of plagiarism within pr... Read More about Musings on misconduct: a practitioner reflection on the ethical investigation of plagiarism within programming modules..

A practitioner reflection on teaching computer ethics with case studies and psychology. (2015)
Journal Article
HERON, M. and BELFORD, P. 2015. A practitioner reflection on teaching computer ethics with case studies and psychology. Brookes ejournal of learning and teaching [online], 7(1). Available from: http://bejlt.brookes.ac.uk/paper/a-practitioner-reflection-on-teaching-computer-ethics-with-case-studies-and-psychology/

Three issues complicate teaching computer ethics in an undergraduate course. The first relates to the often technically intensive knowledge required to fully understand the complexity of real world examples. The second relates to the pedagogic expect... Read More about A practitioner reflection on teaching computer ethics with case studies and psychology..

Power and perception in the scandal in academia. (2015)
Journal Article
HERON, M.J. and BELFORD, P. 2015. Power and perception in the scandal in academia. ACM SIGCAS computers and society [online], 45(2), pages 11-19. Available from: https://doi.org/10.1145/2809957.2809961

The Scandal in Academia is a large-scale fictional ethical case study of around 17,000 words and fourteen separate revelations. They are delivered as newspaper extracts from a newspaper reporting on an ongoing crisis at a Scottish educational institu... Read More about Power and perception in the scandal in academia..

All of your co-workers are gone: story, substance, and the empathic puzzler. (2015)
Journal Article
HERON, M.J. and BELFORD, P.H. 2015. All of your co-workers are gone: story, substance, and the empathic puzzler. Journal of games criticism [online], 2(1). Available at: http://www.gamescriticism.org/articles/heronbelford-2-1

Narrative games such as The Walking Dead, Gone Home, Dear Esther and The Stanley Parable are difficult to situate into the general framework of game genres that are popularly, albeit informally, understood by mainstream audiences. They are too unabas... Read More about All of your co-workers are gone: story, substance, and the empathic puzzler..

Do you feel like a hero yet? (2014)
Journal Article
HERON, M.J. and BELFORD, P.H. 2014. Do you feel like a hero yet? Externalized morality in video games. Journal of games criticism [online], 1(2). Available from: http://www.gamescriticism.org/articles/heronbelford-1-2

Video games have a long tradition of including elements of moral decision making within their ludic and narrative structures. While the success of these endeavours has been mixed, the systems used to express moral choices within a game have grown mor... Read More about Do you feel like a hero yet?.