Professor Ingrid Richardson has been teaching, supervising and researching in the fields of digital media, mobile media and games for over twenty years. She has a broad interest in the human-technology relation and has published widely on the phenomenology of games and mobile media, digital ethnography and innovative research methods, the relation between technology use and wellbeing, and the cultural effects of urban screens, wearable technologies, virtual and augmented reality, remix culture and web-based content creation and distribution.
Ingrid has led or co-led 14 funded research projects, the most recent being an ARC DP [Games of Being Mobile] with Larissa Hjorth.
She is contributing co-editor of Studying Mobile Media (Routledge, 2011) and co-author of Gaming in Social, Locative and Mobile Media (Palgrave, 2014), Ambient Play (MIT, 2020), Understanding Games and Game Cultures (Sage, 2020), Exploring Minecraft: Ethnographies of Play and Creativity (Palgrave, forthcoming), and Mobile Media and the Urban Night (Palgrave, forthcoming).
Ingrid brings ten years’ experience in university-level HDR management and during this time has actively championed and supported creative methods and practice-led postgraduate research. Over the past five years she has also developed a passion for teaching critical web literacy skills to undergraduate students across all disciplines.
DERC's flagship space for testing innovative methods for studying data, digital culture, and disruptive tech.
engaging with the critical role of digital media in navigating environmental and social transitions
Digital Domesticity, Sustainability, and the Everyday examines the role of everyday life practices and homes as increasingly central hubs of digital engagement and smart infrastructure.
Creativity, Learning, Digital Arts, and Design positions research participants as ‘creative agents’ and authors of their own experience.
Methods Masterclass Series 2023 offers advanced training in creative practice, digital ethnographic, and social science tools. Co sponsored by the Enabling Impact Platforms at RMIT.
Museum Digital Social Futures: Audience Living Lab as incubator for socially-engaged and situated media innovation
This project takes a future orientation to examine the role of digital media in the engagement, experience, literacy and inclusion of museum audiences.
Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic, material, and political complexities of living in a digital age. But...
In Ambient Play, we examine how mobile gameplay fits into our day-to-day lives.
Drawing on ethnographic insights, this book seeks to take Minecraft seriously as a cultural practice and an interdisciplinary phenomenon.