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Proximity-Based Automatic Exchange of Data in Mobile Gaming: Studying the Experiences of StreetPass Users

Published: 23 October 2016 Publication History

Abstract

Despite the ubiquity of short-range connectivity technologies and their use for pragmatic purposes, the opportunities they provide for playful interaction are not well understood. StreetPass feature on Nintendo 3DS handheld gaming devices is a rare world-wide example of exchanging playful content (e.g. avatars, messages, items) automatically between close-by users over proximity-based technologies. To learn from the user experiences of this pioneer group we conducted an online questionnaire, gathering over 100 responses from active Nintendo 3DS users. The findings indicate that proximity-based automatic exchanges have remarkably enriched the gaming experience with 3DS, increased sense of community, and triggered serendipitous interactions between players. We argue that similar features could bring value also to other application areas and mobile systems; and describe what should be taken into account in their design.

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  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2021)When wearable technology meets computing in future networksProceedings of the 18th ACM International Conference on Computing Frontiers10.1145/3457388.3458614(185-190)Online publication date: 11-May-2021
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    NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction
    October 2016
    1045 pages
    ISBN:9781450347631
    DOI:10.1145/2971485
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 23 October 2016

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    Author Tags

    1. Proximity-based interaction
    2. StreetPass
    3. collaborative gaming
    4. device-to-device
    5. multi-player
    6. online survey
    7. playfulness
    8. proximity sensing
    9. social gaming
    10. social interaction

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    NordiCHI '16 Paper Acceptance Rate 58 of 231 submissions, 25%;
    Overall Acceptance Rate 379 of 1,572 submissions, 24%

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    Cited By

    View all
    • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
    • (2021)When wearable technology meets computing in future networksProceedings of the 18th ACM International Conference on Computing Frontiers10.1145/3457388.3458614(185-190)Online publication date: 11-May-2021
    • (2021)Efficient Management of Multicast Traffic in Directional mmWave NetworksIEEE Transactions on Broadcasting10.1109/TBC.2021.306197967:3(593-605)Online publication date: Sep-2021
    • (2019)Facilitating mmWave Mesh Reliability in PPDR Scenarios Utilizing Artificial IntelligenceIEEE Access10.1109/ACCESS.2019.29584267(180700-180712)Online publication date: 2019
    • (2018)Playfulness and progression in technology-enhanced social experiences between nearby strangersProceedings of the 10th Nordic Conference on Human-Computer Interaction10.1145/3240167.3240212(537-548)Online publication date: 29-Sep-2018
    • (2017)GlowPhonesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116598(69-81)Online publication date: 15-Oct-2017
    • (2016)Next2YouProceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia10.1145/3012709.3016063(339-341)Online publication date: 12-Dec-2016
    • (2016)Next2YouProceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia10.1145/3012709.3012742(81-90)Online publication date: 12-Dec-2016

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