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.
Developing an Augmented Reality (AR) application is usually a long and non-intuitive task. Few methodologies address this problem and tools implementing these are limited or non-existent. To date there is no efficient and easy development tool tailored to the needs of Mixed Reality (MR). We are presenting an initial taxonomy of MR applications, addressing the different levels of abstraction for defining the relation between real and virtual world. We then demonstrate some development approaches and describe tools and libraries that we implemented in order to illustrate aspects of our authoring taxonomy. Finally, we provide a definition addressing the requirements for new generation of AR rapid application development (RAD) tools based on actual implementations.
Mobimissions is a location-based pervasive social game in which players use camera phones with location-based capabilities to create, share and reply to real-world missions. Missions and their responses are defined by sequences of digital photographs and text annotations. Players create missions, search locations for available missions, create responses to and submit missions for others to find. They can visit a website to review and rate all missions and responses. Feedback from a trial involving 11 players over five weeks reveals patterns of play, preferred locations for play, the limitations of location-based play, and the need for greater social awareness and exchange. Future directions for such location-based social games are suggested.
This study examines the development of a mobile phone-based pervasive game that related its user's environmental footprint. It discusses the design challenges, development and evaluation of the prototype game in order to identify the key strategies and mechanisms that relate to the production of pervasive systems for mass participation. Designing the user experience for such systems is particularly difficult, as the game had to educate and entertain without patronizing or preaching to the user. A prototype system was developed and trialed in order to identify and understand how users related to the experience and how the game may be further developed. We found that character-led tailored physical activities were generally found to be the most enjoyable, while players wanted more interaction with each other and more score-based content. Creating interdependent question sets and orchestrating the game arduous process. In the future a fully automated system will be key to its use.
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