Associate Professor Martin Gibbs

  • Room: Level: 09 Room: 09.28
  • Building: Doug McDonell Building
  • Campus: Parkville

Research interests

  • Sociology of Recreational and Domestic Uses of Information Technology

Personal webpage


Dr Martin Gibbs is an Associate Professor in the School of Computing and Information Systems at The University of Melbourne.

Research interests
- how people use a variety of interactive technologies (video games, community networks, mobile phones; etc) for convivial and sociable purposes in a variety of situations (intimate strong-tie relationships, local neighborhoods, work-based occupational communities, online computer games)
- social dynamics of digital and board games
- digital commemoration and the use of interactive technologies at end-of-life, including the future cemetery

Recent publications

  1. Van Ryn, L.; Meese, J.; Arnold, M.; Nansen, B.; Gibbs, M.; Kohn, T. Managing the consumption of death and digital media: The funeral director as market intermediary.. Death Studies. Informa UK Limited. 2019, pp. 1-10. DOI: 10.1080/07481187.2018.1522387
  2. Mavoa, J.; Carter, M.; Gibbs, M. Children and Minecraft: A survey of children's digital play. New Media and Society. SAGE PUBLICATIONS LTD. 2018, Vol. 20, Issue 9, pp. 3283-3303. DOI: 10.1177/1461444817745320
  3. Rogerson, MJ.; Gibbs, MR.; Smith, W. Cooperating to compete: The mutuality of cooperation and competition in boardgame play. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI '18. Association for Computing Machinery (ACM). 2018, Vol. 2018-April. DOI: 10.1145/3173574.3173767
  4. Allison, F.; Carter, M.; Gibbs, M.; Smith, W. Design patterns for voice interaction in games. The Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY '18. ACM Press. 2018, pp. 503-509. DOI: 10.1145/3242671.3242712
  5. Gibbs, M.; Carter, M.; Cumming, D.; Fordyce, R.; Witkowski, E. Esports Spectatorship in Australia. . Networked Society Institute. 2018, pp. 1-34.
  6. Rogerson, MJ.; Gibbs, M. Finding Time for Tabletop: Board Game Play and Parenting. Games and Culture. SAGE PUBLICATIONS INC. 2018, Vol. 13, Issue 3, pp. 280-300. DOI: 10.1177/1555412016656324
  7. Gibbs, M. Introduction to the Special Issue: Selected Articles from the 2017 International DIGRA Conference. Transactions of the Digital Games Research Association. The Digital Games Research Association. 2018, Vol. 4, Issue 2, pp. ix-xi.
  8. Kohn, T.; Arnold, M.; Gibbs, M.; Meese, J.; Nansen, B. The social life of the dead and the leisured life of the living online. . University Press of Colorado. 2018, pp. 227-245. DOI: 10.5876/9781607327295.c010
  9. Gould, H.; Kohn, T.; Gibbs, M. Uploading the ancestors: Experiments with digital Buddhist altars in contemporary Japan.. Death Studies. Informa UK Limited. 2018, pp. 1-10. DOI: 10.1080/07481187.2018.1544948
  10. Allison, F.; Carter, M.; Gibbs, M. Word Play. Games and Culture. SAGE Publications. 2018, pp. 155541201774630-155541201774630. DOI: 10.1177/1555412017746305
  11. Mavoa, J.; Carter, M.; Gibbs, M. Beyond Addiction: Positive and Negative Parent Perceptions of Minecraft Play. Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Association for Computing Machinery. 2017, pp. 171-181. DOI: 10.1145/3116595.3116638
  12. Mavoa, J.; Gibbs, M.; Carter, M. Constructing the young child media user in Australia: a discourse analysis of Facebook comments. Journal of Children and Media. ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD. 2017, Vol. 11, Issue 3, pp. 330-346. DOI: 10.1080/17482798.2017.1308400
  13. Arnold, M.; Gibbs, M.; Kohn, T.; Meese, J.; Nansen, B. Death and digital media. . Routledge. 2017, pp. 1-178. DOI: 10.4324/9781315688749
  14. Nansen, B.; Van Der Nagel, E.; Kohn, T.; Arnold, M.; Gibbs, M. Death and the Internet: Consumer issues for planning and managing digital legacies (2nd edition). . Australian Communications Consumer Action Network. 2017, pp. 1-42.
  15. Muller, FF.; Gibbs, MR.; Vetere, F.; Edge, D. Designing for Bodily Interplay in Social Exertion Games. ACM Transactions on Computer-Human Interaction. ASSOC COMPUTING MACHINERY. 2017, Vol. 24, Issue 3. DOI: 10.1145/3064938
  16. Rogerson, M.; Gibbs, M.; Smith, M. Exploring the Digital Hinterlands: Internet Practices Surrounding the Pursuit of "Offline" Hobbies. . Association of Internet Researchers. 2017.
  17. Van Ryn, L.; Kohn, T.; Nansen, B.; Arnold, M.; Gibbs, M. RESEARCHING DEATH ONLINE. . ROUTLEDGE. 2017, pp. 112-120.
  18. Nansen, B.; Kohn, T.; Arnold, M.; Van Ryn, L.; Gibbs, M. Social Media in the Funeral Industry: On the Digitization of Grief. Journal of Broadcasting and Electronic Media. ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD. 2017, Vol. 61, Issue 1, pp. 73-89. DOI: 10.1080/08838151.2016.1273925
  19. Gibbs, M.; Carter, M.; Nansen, B. Those LED-Lit Water-Kooled Multi-Screen Streamline Battlestations. . Association of Internet Researchers. 2017.
  20. Gibbs, M.; Carter, M.; Witkowski, E. Understanding eSports in Australia: Players, Fans, Recruits. . Association of Internet Researchers. 2017.

View a full list of publications on the University of Melbourne’s ‘Find An Expert’ profile