Interweaving mobile games with everyday life
By Marek Bell, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, P. Tennent, Barry A. T. Brown, Duncan Rowland, Steve Benford. International Conference on Human Factors in Computing Systems, 2006
330 citations recorded by the source corpus.
We introduce a location--based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core element of gameplay. Feeding Yoshi is also a long--term, wide--area game, being played over a week between three different cities during an initial user study. The study, drawing on participant diaries and interviews, supported by observation and analysis of system logs, reveals players' reactions to the game. We see the different ways in which they embedded play into the patterns of their daily lives, augmenting existing practices and creating new ones, and observe the impact of varying location on both the ease and feel of play. We identify potential design extensions to Feeding Yoshi and conclude that seamful design provides a route to creating engaging experiences that are well adapted to their underlying technologies.
Subfields: Computer Networks and Communications, Transportation, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5aecf70f8839f52c8f3ca7465024c194c37148be
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Citations in the corpus
- Incentives for Mobile Crowd Sensing: A Survey (2016, background): “[21] also study WiFi coverage of a specific area.”
- Moving on from Weiser's Vision of Calm Computing: Engaging UbiComp Experiences (2006, background): “Examples of projects that have pioneered the design of novel physical-digital spaces to facilitate creativity and reflection include the Hunting of the Snark [32], Ambient Wood [36], RoomQuake [33] Savannah [17], Environmental Detectives [27], Drift Table [19] and Feeding Yoshi [7].”
- Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014, methodology): “Competition and comparison are among commonly used strategies in PT intervention design in general and in persuasive games design specifically (for e.g., see Bell et al. 2006; Fujiki et al. 2008; Li and Counts 2007; Orji et al. 2012).”
- Mobile Games: Analyzing the Needs and Values of the Consumers (2010, background): “Most mobile game research to date has dealt with technical aspects of the games (see, e.g., Bell et al. 2006; Fritsch et al. 2006).”