From games for purpose to interactions and experiential environments for purpose
Serious Games Publications (selection)
- follow links or request copies of any of the following

Co-Editor, Proceedings of 13th International Conference on Entertainment Computing, ICEC 2014, Sydney, Australia.

Co-Editor, Trends and Applications of Serious Gaming and Social Media, Springer, 2014.

Tim Marsh and Bonnie Nardi. Spheres and Lenses: Activity-Based Scenario/Narrative Approach for Design and Evaluation of Entertainment Through Engagement, International Conference on Entertainment Computing - ICEC 2014.

Slow Serious Interactions, Games, Diversions and Experience, Tim Marsh and Brigid Costello, Workshop on Experience in Serious Games and Entertaining Serious Purposes at ICEC 2014.

Tim Marsh, Joo Jin Sim and Dawn Chia. Entertainment and Language Learning: Voice Activated Digital Game and Interactive Storytelling Trials in Singapore Schools, ICEC 2014.

Tim Marsh & Bonnie Nardi. 2013. Activity Theory-Based Approach for Design of Sticky Mechanics: Raising Awareness about Conserving The Great Barrier Reef, Workshop on Mechanics, Mechanisms & Devices: to Inform, Reflect & Change Behaviour, ICEC2013, San Paulo, Brazil.

Chair, Workshop on Mechanics, Mechanisms & Devices: to Inform, Reflect & Change Behaviour, at ICEC 2013, Sao Paulo, Brazil, Oct 2013.

Tim Marsh & Brigid Costello. 2013. Lingering serious experience as trigger to raise awareness, encourage reflection and change behavior, Persuasive 2013, April 2013, Sydney, Springer.

Audrey Tan Yan Xi and Tim Marsh. 2013. Identifying Triggers within Persuasive Technology and Games For Saving & Money Management. Trends and Applications of Serious Gaming and Social Media, Springer.

Tim Marsh & Brigid Costello. 2012. Experience in serious games: between positive and serious experience, Serious Games Development & Applications, SGDA2012, Bremen, Germany.

Tim Marsh, Li Zhiqiang, Eric Klopfer, Jason Haas 2012. Blended in-games and off-game learning: assimulating serious games in the classroom and curriculum. Serious Games Development & Applications, SGDA2012, Bremen, Germany.

Tim Marsh. 2012. Serious Games Are Becoming Serious Business, Feature Article appears in October 2012 issue of Business Review Australia.

Audrey Tan Yan Xi and Tim Marsh. 2012. Identifying Triggers within Persuasive Technology and Games For Saving & Money Management. Serious Gaming & Social Connect 2012, Singapore.

Tim Marsh, Jarrod Trevathan, Robert Donaldson and Ian Atkinson. 2012. Exploring and Learning about Reef Data in Serious Games. Coast to Coast 2012, Brisbane, QLD, Australia.

Tim Marsh. 2011. Serious Games Continuum: Between Games for Purpose and Experiential Environments for Purpose. Journal of Entertainment Computing, Volume 2, Issue 2, pp 61-68.
 
Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil and Jason Haas. 2011. Fun andLearning: Blending Design and Development Dimensions in Serious Games Through Narrative and Characters. Chapter 14 in: Serious Games and Edutainment Applications, Springer, pp 273-287. 
 
Tim Marsh, Li Zhiqiang Nickole, Eric Klopfer, Chuang Xuejin, Scot Osterweil, Jason Haas. 2011. Fun and Learning: The Power of Narrative, Foundations of Digital Games 2011 (FDG2011), Bordeaux, France.

Tim Marsh, 2011. Understanding Serious Games: Beyond Games and Fun. Presentation, Create World 2011, Griffith University, Brisbane, Australia.

Jason Haas, Josh Ramos, Scot Osterweil, Eric Klopfer and Tim Marsh. 2011. The Role of Narrative in Reflection and Metacognition in Learning Games, Games Learning Society Conference (GLS 2011), University of Wisconsin-Madison, US, pp 15-17.

Tim Marsh. 2011. Creating Fun and Learning Using Narrative and Characters, Paper Presentation, Games, Simulations and Virtual Worlds in Education, London Knowledge Lab, Institute of Education, University of London.
 
Yih Lun Huang and Tim Marsh. 2011. Software Patterns of User Experience: Giving Software Developers More Say in the Design Process, Designing Pleasurable Products and Interfaces 2011 (DPPI2011), ACM SIGCHI, Milan, Italy. 
 
Tim Marsh. 2010. Serious Games Continuum: Between Games for Purpose and Experiential Environments for Purpose. International Workshop on Serious Games Development and Applications, UK.
 
Tim Marsh. 2010. Activity-Based Scenario Design, Development and Assessment in Serious Games. In Van Eck Richard. (ed.), Gaming and Cognition: Theories and Practice from the Learning Sciences, Hershey, PA: IGI Global, Chapter 10, pp. 214-227.
 
Tim Marsh. 2010. Games for Everyone: The Need For Research in Games Development, Invited Speaker at the SG GameFest Developer Seminar 2010, SCAPE, Singapore.
 
Tim Marsh, Li Zhiqiang Nickole, Chuang Xuejin, Eric Klopfer, Scot Osterweil and Jason Matthew Haas. 2010. Narrative and puzzle-based serious games and their relationship to students’ engaged learning experience. International Workshop on Serious Games Development and Applications, UK.

Tim Marsh. 2010. Puzzle vs Narrative-Based Learning Games: A Singapore Story, Invited Speaker, Paper Presentation, Serious Games Conference 2010: Games for Learning, Singapore.

Sharon Chu and Tim Marsh. 2009. Investigating Fun and Learning in Educational Games Using the Repertory Grid Technique. ISAGA 2009, Learn to Game, Game to Learn, International Simulation and Gaming Association, 40thAnnual Conference, Singapore.

Hooman A. Samani, Doros Polydorou, Tim Marsh, and Adrian D. Cheok. 2009. Emotional Intelligence Engine for Serious Games, ISAGA 2009, Learn to Game, Game to Learn, International Simulation and Gaming Association, 40th Annual Conference, Singapore.

Tim Marsh. 2008. Game To Learn. Innovation, 8, no. 3, World Scientific Publishing.

Eng Tat Khoo, Timothy Merritt, Victor Lim Fei, Wei Liu, Hafizur Rahaman, Janaka Prasad, Timothy Marsh. 2008. Body Music: Physical Exploration of Music Theory. ACM SIGGRAPH Video Games Symposium, Los Angeles, USA, ACM Press [Best Paper Award].

Tim Marsh. 2007. Informing Design and Evaluation Methodologies for Serious Games for Learning, Learning with Games 2007, Sofia Antipolis, France.

Tim Marsh, Kiyoung Yang, Cyrus Shahabi and Seon Ho Kim. 2006. Immersidata Management and Analysis For Game Development and Assessment For Staying There, Digital Interactive Media Entertainment & Arts (DIME-ARTS 2006), Bangkok, Thailand.

Tim Marsh, Kiyoung Yang and Cyrus Shahabi. 2006. Game development for experience through staying there. ACM SIGGRAPH Video Games Symposium, Boston, USA, ACM Press.

Tim Marsh, Shamus Smith, Kiyoung Yang and Cyrus Shahabi. 2006. Continuous and Unobtrusive Capture of User-Player Behaviour and Experience to Assess and Inform Game Design and Development, 1st  World Conference for Fun 'n Games, UK.

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, Portland, OR, USA, ACM Press.

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.

Shamus P. 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, MIT Press, pp. 538-549.

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 5, pp. 85-96.