Proceedings of the Conference on Designing Interactive Systems Processes, Practices, Methods, and Techniques - DIS '02 2002
DOI: 10.1145/778721.778724
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A group game played in interactive virtual space

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Cited by 18 publications
(20 citation statements)
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“…We build upon social digital play in movement-based games [16] by situating our work in the context of an active team-based competitive game played in an outdoor public space. Games that encourage activity are also be apt for encouraging social play [15,43,49] and even attract wider user participation [6,29]. With qualitative studies, research has shown that the physicality of game artifacts can contribute to and facilitate social play [2,39].…”
Section: Related Workmentioning
confidence: 99%
“…We build upon social digital play in movement-based games [16] by situating our work in the context of an active team-based competitive game played in an outdoor public space. Games that encourage activity are also be apt for encouraging social play [15,43,49] and even attract wider user participation [6,29]. With qualitative studies, research has shown that the physicality of game artifacts can contribute to and facilitate social play [2,39].…”
Section: Related Workmentioning
confidence: 99%
“…However, despite some usability issues, gesture controls such as the Kinect in social games work very well as users quickly become immersed in the game [4]. Examples of using gesture and movement for various purposes are the Nautilus game where users can play in an interactive virtual space [5], and interactive art installations [6][7][8]. The immersion that motion-sensing technology can create along with the opportunity of public interactivity, makes this technology promising for running advertisement campaigns.…”
Section: Related Workmentioning
confidence: 99%
“…SBD is one of a range of methods adopted as part of User Centred Systems Design (Norman & Draper, 1986) and Design Based Research (DBR Collective, 2003) where computer systems developers, topic experts and potential users work together to envision and design future human-technology systems (people interacting with technologies) which are then developed through an iterative cycle of implementation and user testing. Originally intended for developers of new personal technologies such as handheld computers and computer-based learning systems, SBD has broadened to develop technology-enabled experiences such as embodied computer games (Strömberg, Väätänen, & Räty, 2002) and technologyenabled museum visits (Hall, Ciolfi, Bannon, Fraser, Benford, Bowers, Greenhalgh, Hellström, Izadi, & Schnädelbach, 2001). …”
Section: Scenario-based Designmentioning
confidence: 99%