Abstract
We present a large-scale pervasive game called Manhattan Story Mashup that combines the Web, camera phones, and a large public display. The game introduces a new form of interactive storytelling which lets an unlimited number of players author stories in the Web while a large number of players illustrate the stories with camera phones. This paper presents the first deployment of the game and a detailed analysis of its quantitative and qualitative results. We present details on the game implementation and game set up including practical lessons learnt about this large-scale experiment involving over 300 players in total. The analysis shows how the game succeeds in fostering players’ creativity by exploiting ambiguity and how the players were engaged in a fast-paced competition which resulted in 115 stories and 3142 photos in 1.5 hours.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Brown, B., et al.: Sharing the square: collaborative leisure in the city streets. In: Proc. of the Ninth European conf. on Computer-Supported Cooperative Work, pp. 427–447. Springer, Heidelberg (2005)
Benford, S., Magerkurth, C., Ljungstrand, P.: Bridging the physical and digital in pervasive gaming. Communications of the ACM 48(3) (2005)
Bamford, W., Coulton, P., Edwards, R.: A massively multi-authored mobile surrealist book. In: Proc. of the SIGCHI conf. on Advances in computer entertainment technology, ACM Press, New York (2006)
Brignull, H., Rogers, Y.: Enticing people to interact with large public displays in public spaces. In: Proc. of INTERACT-03, Zürich, Switzerland, pp. 17–24 (2003)
Scheible, J., Ojala, T.: Mobilenin combining a multi-track music video, personal mobile phones and a public display into multi-user interactive entertainment. In: Proc. of the ACM conf. on Multimedia, Hilton, Singapore, pp. 199–208. ACM Press, New York (2005), doi:10.1145/1101149.1101178
von Ahn, L., Dabbish, L.: Labeling images with a computer game. In: Proc. of the SIGCHI conf. on Human factors in computing systems, Vienna, Austria, pp. 319–326. ACM Press, New York (2004), doi:10.1145/985692.985733
Benford, S., et al.: Designing for the opportunities and risks of staging digital experiences in public settings. In: Proc. of the SIGCHI conf. on Human Factors in computing systems, Montreal, Quebec, Canada, pp. 427–436. ACM Press, New York (2006), doi:10.1145/1124772.1124836
Falk, J., et al.: Pirates: Proximity-triggered interaction in a multi-player game. In: Extended Abstracts of Computer-Human Interaction (CHI), pp. 119–120 (2001)
Bell, M., et al.: Interweaving mobile games with everyday life. In: Proc. of the SIGCHI conf. on Human Factors in computing systems, Montreal, Quebec, Canada, pp. 417–426. ACM Press, New York (2006), doi:10.1145/1124772.1124835
Chalmers, M., et al.: Gaming on the edge: using seams in ubicomp games. In: Proc. of the SIGCHI conf. on Advances in computer entertainment technology, Valencia, Spain, pp. 306–309. ACM Press, New York (2005), doi:10.1145/1178477.1178533
Thoresson, J.: Photophone entertainment. In: CHI’03: Extended abstracts on Human factors in computing systems, Ft. Lauderdale, Florida, USA, pp. 896–897. ACM Press, New York (2003), doi:10.1145/765891.766056
Benford, S., et al.: Can you see me now? ACM Trans. Comput.-Hum. Interact. 13(1), 100–133 (2006), doi:10.1145/1143518.1143522
Reeves, S., et al.: Designing the spectator experience. In: Proc. of the SIGCHI conf. on Human factors in computing systems, Portland, Oregon, USA, pp. 741–750. ACM Press, New York (2005), doi:10.1145/1054972.1055074
Aoki, P.M., Woodruff, A.: Making space for stories: ambiguity in the design of personal communication systems. In: Proc. of the SIGCHI conf. on Human factors in computing systems, Portland, Oregon, USA, pp. 181–190. ACM Press, New York (2005), doi:10.1145/1054972.1054998
Fellbaum, C. (ed.): WordNet: An Electronic Lexical Database. MIT Press, Cambridge (1998)
Laurila, J., Tuulos, V., MacLaverty, R.: Scripting environment for pervasive application exploration on mobile phones. In: Adjunct Proc. of Pervasive 2006, Dublin, Ireland (2006)
Ryan, M.: Narrative as Virtual Reality. Johns Hopkins University Press, Baltimore (2001)
Author information
Authors and Affiliations
Editor information
Rights and permissions
Copyright information
© 2007 Springer Berlin Heidelberg
About this paper
Cite this paper
Tuulos, V.H., Scheible, J., Nyholm, H. (2007). Combining Web, Mobile Phones and Public Displays in Large-Scale: Manhattan Story Mashup. In: LaMarca, A., Langheinrich, M., Truong, K.N. (eds) Pervasive Computing. Pervasive 2007. Lecture Notes in Computer Science, vol 4480. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-72037-9_3
Download citation
DOI: https://doi.org/10.1007/978-3-540-72037-9_3
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-72036-2
Online ISBN: 978-3-540-72037-9
eBook Packages: Computer ScienceComputer Science (R0)