Tim Marsh
Tim Marsh
Griffith University - Griffith Film School (GFS), Brisbane, Australia
Verified email at
Cited by
Cited by
Serious Games Continuum: Between Games for Purpose and Experiential Environments for Purpose
T Marsh
Entertainment Computing 2, 61-68, 2011
Evaluation for the design of experience in virtual environments: modeling breakdown of interaction and illusion
T Marsh, P Wright, S Smith
Cyberpsychology & Behavior 4 (2), 225-238, 2001
Staying there: an activity-based approach to narrative design and evaluation as an antidote to virtual corpsing
T Marsh
Being There: Concepts, Effects and Measurement of user Presence in Synthetic …, 2003
Presence as experience: Film informing ways of staying there
T Marsh
Presence: Teleoperators and Virtual Environments, MIT Press 12 (5), 538-549, 2003
Experience in serious games: between positive and serious experience
T Marsh, B Costello
Third International Conference on Serious Games Development and Applications, 2012
Slow serious games, interactions and play: Designing for positive and serious experience and reflection
T Marsh
Entertainment Computing 14, 45-53, 2016
Evaluation of virtual reality systems for usability
T Marsh
ACM SIGCHI on Human factors in computing systems - CHI ‘99, 1999
Evaluating design guidelines for reducing user disorientation in a desktop virtual environment
SP Smith, T Marsh
Virtual Reality 8, 55-62, 2004
Drowning in Immersion
S Smith, T Marsh
UKVRSIG’98, 1998
Activity-Based Scenario Design, Development and Assessment in Serious Games
T Marsh
Gaming and Cognition: Theories and Practices from the Learning Sciences, 213-225, 2010
Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior
T Marsh, B Costello
Persuasive Technology 2013 - Sydney, 116-124, 2013
Fun and learning: blending design and development dimensions in serious games through narrative and characters
T Marsh, L Zhiqiang, Nickole, E Klopfer, C Xuejin, S Osterweil, J Haas
Serious Games and Edutainment Applications, 273-288, 2011
Fundamentals of Interactive Storytelling
B Bostan, T Marsh
AJIT Academic Journal of Information Technology 3 (8), 2012
User experiences and lessons learned from developing and implementing an immersive game for the science classroom
T Marsh, WL Wong, E Carriazo, L Nocera, K Yang, A Varma, H Yoon, ...
HCI International 2005 - Las Vegas, 2005
From usability to user experience
PC Wright, JC McCarthy, T Marsh
COMPUTERS AND FUN 3, The Third British HCI Group one-day meeting, UNIVERSITY …, 2001
Trends and Applications of Serious Gaming and Social Media
Y Baek, R Ko, T Marsh
Trends and Applications of Serious Gaming and Social Media, 2014
Game development for experience through staying there
T Marsh, K Yang, C Shahabi
ACM SIGGRAPH 2006 - Sandbox symposium on Videogames - Los Angeles, 2006
Using cinematography conventions to inform guidelines for the design and evaluation of virtual off-screen space
T Marsh, P Wright
AAAI 2000 Spring Symposium Series “Smart Graphics - Stanford University, 2000
Automating the detection of breaks in continuous user experience with computer games
T Marsh, K Yang, C Shahabi, WL Wong, L Nocera, E Carriazo, A Varma, ...
ACM SIGCHI Human Factors in Computing Systems - CHI 2005, Portland, 2005
Co-operative evaluation of a desktop virtual reality system
T Marsh, P Wright
Workshop on User Centered Design and Implementation of Virtual Environments …, 1999
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