Abstract
Location-based games offer opportunities for us to learn more about what different types of interactions are appropriate in certain settings. In our study we designed several different types of activity (i.e. from standard key presses, to very physical lunges, to speech cues) that required the players to use different modalities in certain locations. Since the players could play the game whenever they wanted over the course of several days and the game space covered a wide area, i.e. the whole of the university campus, we needed a way to capture any of the activities, emotions and interactions whether these were the ones expected or not. The objective of this paper therefore was to investigate whether we could design certain multimodal interactions which would produce certain reactions and capture this using a carefully selected set of capture methods from logs to self report. In order to test the different interactions we designed a location based game that can be played on any Bluetooth enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity: as a result there is little distinction between gaming time and non-gaming time.
Similar content being viewed by others
References
Averill JR (1975) A semantic atlas of emotional concepts. JSAS: catalogue of selected documents in psychology, 5:330 (MS No 421)
Baillie L, Morton L, Uzor S, Moffat D (2009) Capturing the Response of Players to a location based game. J Pers Ubiquitous Comput
Fullerton T, Swain C, Hoffman S (2004) Game design workshop: designing, prototyping, and playtesting games. CMP Books
Herbst I, Brain AK, McCall R, Broll W (2008) TimeWarp: interactive time travel with a mobile mixed reality game. In: Proceedings of mobile HCI 2008, Amsterdam, Netherlands
IGDA (2006) International Game Developers Association; Casual Games SIG. Retrieved April 17, 2009. “2006 Casual Games White Paper” web site: http://www.igda.org/casual/IGDA_CasualGames_Whitepaper_2006.pdf
Korhonen H, Saarenpää H, Paavilainen J (2008) Pervasive mobile games a new mindset for players and developers fun and games 2008. Lect Notes Comput Sci 5294:21–32. DOI: http://dx.doi.org/10.1007/978-3-540-88322-7_3
Mandryk RL, Atkins MS, Inkpen KM (2006) A continuous and objective evaluation of emotional experience with interactive play environments. In: Proceedings of CHI-2006, Montréal, Québec, Canada, April 22–27, 2006
Magielse R, Markopoulos P (2009) HeartBeat: an outdoor pervasive game for children. In: Proceedings of the international conference on computer human interaction (CHI 2009), Boston, MA, USA, April 4–9, 2009. ACM, New York
Magerkurth C, Cheok AD, Mandryjk RL, Nilsen T (2005) Pervasive games: bringing computer entertainment back to the real world. ACM Comput Entertain 3(3):4A
Moffat DC, Kiegler K (2006) Can we track the emotions via the eyes? In: Proceedings of cognitive science 2006 workshop: what have eye movements told us so far, and what is next? Vancouver
Oviatt SL, Coulston R, Shriver S, Xiao B, Wesson R, Lunsford R, Carmichael L (2003) Toward a theory of organized multimodal integration patterns during human-computer interaction. In: Proceedings of the international conference on multimodal interfaces (ICMI’03). ACM, New York, pp 44–51
Oviatt SL, Coulston R, Lunsford R (2004) When do we interact multimodally? Cognitive load and multimodal interfaces. In: The proceedings of the sixth international conference on multimodal interfaces (ICMI’04). ACM, New York, pp 129–136
Oviatt SL, Coulston R, Lunsford R (2005a) Just do as I say: the limited impact of instructions on multimodal integration patterns. In: Proceedings of the tenth international conference on user modelling, Edinburgh, UK, July
Oviatt LR, Coulston R (2005b) Individual difference in multimodal integration patterns: what are they and why do they exist? In: Proceedings of the conference on human factors in computing systems (CHO’05), CHI letters. ACM, New York, pp 129–136
Picard RW (1997) Affective computing. MIT Press, Cambridge
Read JC, MacFarlane S (2006) Using the fun toolkit and other survey methods to gather opinions in child computer interaction. In: Proceedings of the 2006 conference on interaction design and child, Tampere, Finland. ACM, New York, pp 81–88
Reeves LM, Lai J, Larson JA, Oviatt S, Balaji TS, Buisine S, Collings P, Cohen P, Kraal B, Matin JC, McTear M, Raman TV, Stanney KM, Su H, Wang QY (2004) Guidelines for multimodal user interface design. Commun ACM 47(1):57–59
Roto V, Oulasvirta A, Haikarainen T, Kuorelahti J, Lehmuskallio H, Nyyssonen T (2004) Examining mobile phone use in the wild with quasiexperimentation. HIIT Technical Report 2004-1. URL: www.hiit.fi/pub_files/hiit2004–1.pdf
Reichl P, Fröhlich P, Baillie L, Schatz R, Dantcheva A (2007) The LiLiPUT prototype: a wearable lab environment for user tests of mobile telecommunication applications. In: Proceedings of CHI’2007, San Jose, CA, USA, April 26–30, 2007. ACM, New York
Russell JM (1989) Measures of emotion. Emotion: theory, research, and experience, vol 4. Academic Press, New York
Wallace AFC, Carson MT (1973) Sharing and diversity in emotion terminology. Ethos 1:1–29
Whissel CM (1989) The dictionary of affect in language. Emotion: theory, research, and experience, vol 4. Academic Press, New York
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Baillie, L., Morton, L., Uzor, S. et al. An investigation of user responses to specifically designed activities in a multimodal location based game. J Multimodal User Interfaces 3, 179–188 (2010). https://doi.org/10.1007/s12193-010-0039-z
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s12193-010-0039-z