2006
DOI: 10.1145/1143518.1143522
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Can you see me now?

Abstract: We present a study of a mobile mixed reality game called Can You See Me Now? in which online players are chased through a virtual model of a city by ‘runners’ (professional performers equipped with GPS and WiFi technologies) who have to run through the actual city streets in order to catch the players. We present an ethnographic study of the game as it toured through two different cities and draws upon video recordings of online players, runners, technical support crew, and also on syst… Show more

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Cited by 275 publications
(219 citation statements)
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“…The positions delivered can be erroneous due to signal noise, delays, or faulty system calibration. Motivated by the imperfection of sensing technologies used in ubiquitous computing, several authors such as Chalmers and Galani [20], and Benford et al [21] have argued for contrasting the goal of seamless design with one of seamful design. They define seams as "[.…”
Section: Translucent Middleware Guided By the Notion Of Seamful Desigmentioning
confidence: 99%
“…The positions delivered can be erroneous due to signal noise, delays, or faulty system calibration. Motivated by the imperfection of sensing technologies used in ubiquitous computing, several authors such as Chalmers and Galani [20], and Benford et al [21] have argued for contrasting the goal of seamless design with one of seamful design. They define seams as "[.…”
Section: Translucent Middleware Guided By the Notion Of Seamful Desigmentioning
confidence: 99%
“…It failed as a game, but subsequently a distinct genre of pervasive games both for entertainment and education has come into being, often drawing on the wide availability of mobile devices. Educational examples include Virus [5], Paranoia syndrome [6], Virtual Savannah [7] and Environmental Detective [8].…”
Section: State-of-the-artmentioning
confidence: 99%
“…1], reflecting on their discoveries. Benford et al [4] have developed the framework of trajectories to characterize user experiences as journeys through hybrid structures, interrupted by transitions, and in which the interactivity and collaboration are orchestrated over space and time, involving multiple roles and interfaces [4,5]. The orchestration of what the players have to do is pre-planned to instill certain forms of pleasure, learning and surprise.…”
Section: Introductionmentioning
confidence: 99%
“…A question this raises is how much of the experience should be engineered for and how much should be left as ambiguous or uncertain. Should the user experience be scripted to a high level to ensure that participants are guaranteed a certain kind of experience [5] or should it be left more open-ended, so that surprising and serendipitous experiences can result [7]? The benefit of the former is that participants are reassured and know what they have to do, where to go and the objectives of the game.…”
Section: Introductionmentioning
confidence: 99%