Video Games, Human Centred Computing, Artificial Intelligence, Machine Learning, Human-Computer Interaction, Human-AI Interaction
I use video games to understand humans, machines, and the world around us. My research interests lie in understanding and enhancing human and machine intelligence, interaction, and performance. I use games and virtual environments to develop, simulate, and test models for AI, machine learning, human-AI teaming, and human-computer interaction. You can find my research papers via Google Scholar.
I am a researcher in the areas of AI, player experience, and human-AI interaction in games and mixed reality and an experienced game developer. I developed the GameFlow model, which is a widely cited model of enjoyment in video games, and authored a book on Emergence in Games. I have contributed to 20 digital games, which have garnered many awards, including four prestigious BAFTA nominations. I have devised usability methods and lead usability testing on AAA games, resulting in very high critic scores. I have also worked in the Senate as a policy adviser in digital rights, communications, and disability.
I lead the ANU Games Research Group, convene the ANU Computing Internship Program, and teach Human-Computer Interaction.
I am an advocate for women in technology and games and am the Chair of the ANU Family Friendly Committee and founder of the ANU Gender Equity in Engineering and Computer Science (GEECS) initiative.
Activities & Awards
I have been a lead developer of 20 published digital games played by over 10 million people, which have attracted critical acclaim (e.g., review scores 88/100), prestigious awards (e.g., 4 BAFTA nominations), extensive media coverage, and generated at least $250M in revenue. I have led the design and usability on four AAA game titles for major publishers (Sega, 2K), as well as co-running my own independent games development company, all of which produced award-winning games.