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‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.ORCID-id: 0000-0001-9324-1994
2014 (Engelska)Ingår i: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

Ort, förlag, år, upplaga, sidor
2014.
Nyckelord [en]
Location-based, asymmetric gameplay, negotiating language, physical feedback, player behavior
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Datavetenskap med inriktning mot människa-datorinteraktion
Identifikatorer
URN: urn:nbn:se:uu:diva-239070ISBN: 978-0-9913982-2-5 (tryckt)OAI: oai:DiVA.org:uu-239070DiVA, id: diva2:773186
Konferens
9th International Conference on the Foundations of Digital Games (FDG), 2014, April 3-7, 2014, Ft. Lauderdale, FL
Tillgänglig från: 2014-12-18 Skapad: 2014-12-18 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
Ingår i avhandling
1. Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
Öppna denna publikation i ny flik eller fönster >>Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
2016 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.

The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.

The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.

The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.

Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.

Ort, förlag, år, upplaga, sidor
Uppsala: Institutionen för informatik och media, 2016. s. 94
Serie
Uppsala Studies in Human-Computer Interaction ; 2
Nyckelord
design, public, play, playful, playfulness, game, activity, experience, second order design, engage, engagement, fun, magic circle, brink games, pervasive games, place, space, co-creativity, empowerment, game jam, busking, street performance, playground
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Människa-dator interaktion
Identifikatorer
urn:nbn:se:uu:diva-268060 (URN)978-91-506-2495-3 (ISBN)
Disputation
2016-02-05, Hörsal 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:15 (Engelska)
Opponent
Handledare
Tillgänglig från: 2016-01-13 Skapad: 2015-12-02 Senast uppdaterad: 2018-01-10

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http://www.fdg2014.org/papers/fdg2014_wip_02.pdf

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