2010
DOI: 10.1007/s00779-010-0304-x
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Theoretical and methodological implications of designing and implementing multiuser location-based games

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Cited by 14 publications
(7 citation statements)
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References 11 publications
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“…Some techniques mentioned were: inductive thematic analysis, coding with ad hoc scheme, and affinity diagram. Two papers (Linehan et al, 2013;Diamantaki et al, 2011) stood out for providing more details on the qualitative analysis procedures of the data obtained in interviews.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Some techniques mentioned were: inductive thematic analysis, coding with ad hoc scheme, and affinity diagram. Two papers (Linehan et al, 2013;Diamantaki et al, 2011) stood out for providing more details on the qualitative analysis procedures of the data obtained in interviews.…”
Section: Discussionmentioning
confidence: 99%
“…LBGs under evaluation in the analyzed papersLankes and Stiglbauer (2016) LOCUNET gameDiamantaki et al (2011) Can You See Me Now?Benford et al (2006) ObscuraQuek and See (2015) Cutting Corners Sandham et al (2011) Parallel Kingdom Verdejo et al (2010) Destination Baillie et al…”
mentioning
confidence: 99%
“…[25] presents a qualitative study to discuss the impact of awareness tools in Quake (a FPS Video Game), while [26] shows that the users play better when they use awareness tools. Other related works are [27] which presents an analysis for improving communication tools through the use of user and group information, [28] which presents a method to design games that support collaborative learning, and [29] which presents a study aimed to analyze collaborative activities performed by students and teachers in a game-based learning environment. So, it is desirable to propose mechanisms to change the behavior of the game depending on the current social context.…”
Section: B Context-aware Collaborative Video Gamesmentioning
confidence: 99%
“…They treated the discovery of finds as a "treasure hunting" game. Diamantaki et al [7] report that games can often emerge naturally, and it may be that the lower popularity of Romans was that they did not fit well with the users' objectives, as Romans could not be "collected" and added to a list in the same way as the finds. Participants with Virtual Excavator would explore independently, but join up for a few seconds to compare their finds, similar to the way in which two travellers on a road would pass the time of day when they met: The short sporadic nature of collaboration was common throughout all interactions with Virtual Excavator.…”
Section: Group Interactionmentioning
confidence: 99%