ABSTRACT
Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move around it is difficult to observe them, while at the same time many of the central game activities cannot be monitored simply through logs of device interaction. In our project, we develop tools that allow players to record their subjective experiences during an ongoing game. We report on the design considerations for such tools, and our first experiences of using them in a game session.
- Agarwal, R. & Karahana, E. (2000). Time flies when you're having fun: Cognitive Absorption and beliefs about information technology usage. MIS Quarterly, 24 (4), 665--694. Google ScholarDigital Library
- Benford, S., Flintham, M., Drozd, A., Anastasi, R., Rowland, D., Tandavanitj, N., Adams, M., Row-Farr, J., Oldroyd, A., and Sutton, J. (2004) Uncle Roy all Around You: implicating the city in a location-based performance. Proc. Advances in Computer Entertainment Technology (ACE), ACM.Google Scholar
- Bichard, J. P. and Waern, A. Pervasive play, immersion and story: designing Interference. Proc. of ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA). (Athens, Greece, September 2008). Google ScholarDigital Library
- Bockman, P. The three-way model. (2003). In As larps grow up. Book of Knudepunkt 2003. Available: http://www.laivforum.dk/kp03_book/classics/three_way_model.pdfGoogle Scholar
- Boehner, K., DePaula, R., Dourish, P. and Sengers, P. How Emotion is made and measured. International jounal of human-computer studies 65(4). Pages 275--291. Google ScholarDigital Library
- Brown, E. and Cairns, P. (2004) A grounded investigation of game immersion. CHI '04 extended abstracts on Human factors in computing systems. ACM. Pages 1297--1300. Google ScholarDigital Library
- Csikszentmihalyi, M. (1990) Flow. The psychology of optimal experience. Harper & Row, New York.Google Scholar
- Dewey, J. Art as experience. (1980) Perigee Trade; Later Printing edition.Google Scholar
- Ermi, L. and Mäyrä, F. (2005) Fundamental components of the gameplay experience: Analysing immersion. Proc. of the Digital Games Research Associaton Conference (DIGRA).Google Scholar
- Flintham, M., Smith, K., Benford, S., Capra, M., Green, J., Greenhalgh, C, Wright, M., Adams, M., Tandavanitj, N., Farr J. R., and Lindt, I. (2007) Day of the Figurines: A Slow Narrative-Driven Game for Mobile Phones Using Text Messaging, In: Magerkurth et al. (eds.): 4th Inernational Symposium on Pervasive Gaming Applications PerGames, Shaker Verlag.Google Scholar
- Hazlett, R. L. (2006) Measuring emotional valence during interactive experiences: boys at video game play. Proceedings of CHI'06 SIGCHI conference on Human Factors in computing systems. ACM. Pages 1023--1026. Google ScholarDigital Library
- Jegers, K. (2007) Pervasive game flow: understanding player enjoyment in pervasive gaming. Computers in Entertainment (CIE) Vol. 5, Issue 1. Google ScholarDigital Library
- Jennett, C. Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, G. and Walton, A. (2008) Measuring and Defining the experience of Immersion in Games. International Journal of Human-Computer Studies Vol. 66, Issue 9. Pages 641--661. Google ScholarDigital Library
- Jonsson, S., Montola, M., Waern, A. & Ericsson, M. (2006). Prosopopeia: Experiences from a Pervasive Larp. Proceedings of Advancements in Computer Entertainment (ACE). ACM. Google ScholarDigital Library
- Jurgelionis, A., Bellotti, F., IJsselsteijn, W. and de Kort, Y. (2007) Evaluation and testing methodology for evolving entertainment systems. Proceedings of ACE 2007 International Conference on Advances in Computer Entertainment Technology, Workshop 'Methods for Evaluating Games - How to measure Usability and User Experience in Games'. ACM.Google Scholar
- Kim, J. H. (1998) The threefold model F.A.Q. http://www.darkshire.net/jhkim/rpg/theory/threefold/faq_v1.htmlGoogle Scholar
- Laaksolahti, J. (2008) Plot, spectacle, and experience. Ph.D. Thesis. Dept. of Computer and System Sciences, Stockholm University.Google Scholar
- Mandryk, R. L., Atkins, M. S., and Inkpen, K. M. (2006) A continuous and objective evaluation of emotional experience with interactive play environments. Proceedings of CHI'06 the SIGCHI conference on Human Factors in computing systems. Pages 1027--1036. Google ScholarDigital Library
- McCarthy, J. and Wright, P. (2004) Technology as Experience. MIT Press. Google ScholarDigital Library
- Montola, M. (2005) Exploring the edge of the magic circle; defining Pervasive Games. Proceedings of DAC 2005, ITU of Copenhagen.Google Scholar
- Morris, J. D. (1995). Observations: SAM the self assessment mannequin---An efficient cross-cultural measurement of emotional response. Journal of Advertising Research, 35(6). Pages 63--68.Google Scholar
- Russell, J. A. (1980). A circumplex model of affect. Journal of Personality and Social Psychology: 39, 1161--1178.Google ScholarCross Ref
- Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: Teleoperators and Virtual Environments, 8 (5), pages 560--565. Google ScholarDigital Library
- Stenros J., Montola M., Waern A., and Jonsson S. (2007) Play it for Real: Sustained Seamless Life/Game Merger in Momentum. Situated Play, Proceedings of DIGRA conference.Google Scholar
- Stenros, J. Montola, M., Waern, A. and Jonsson, S. Momentum evaluation report. IPerG Deliverable D11.8 Appendix C, May 2007. http://www.pervasive-gaming.org/Deliverables/D11.8-Appendix-C-Momentum-Evaluation-Report.pdfGoogle Scholar
- Ståhl, A. (2005) Desiging for Emotional Expressivity. Licentiate thesis, Umeå Institute of Design.Google Scholar
- Sundström, P, Ståhl, A. and Höök, K. (2007) In situ informants exploring an emotional mobile messaging system in their everyday practice. International journal on humancomputer studies Vol. 64 No 4. Google ScholarDigital Library
- Sweetser, P. and Wyeth, P. (2005) GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE) Vol. 3, Issue 3. Google ScholarDigital Library
Index Terms
- An in-game reporting tool for pervasive games
Recommendations
The art of game-mastering pervasive games
ACE '08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment TechnologyPervasive Games can benefit greatly from being game-mastered rather than fully automatic. However, game-mastering pervasive games is not a simple task neither from a technical nor a game design perspective.
In this article we discuss some of the core ...
Pervasive learning games: explorations of hybrid educational gamescapes
Symposium: Video games: Issues in research and learning, part 2Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have ...
Pervasive games: bringing computer entertainment back to the real world
Theoretical and Practical Computer Applications in EntertainmentThis article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer ...
Comments