Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
The art of game-mastering pervasive games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
The three-sixty illusion: designing for immersion in pervasive games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Boxed Pervasive Games: An Experience with User-Created Pervasive Games
Pervasive '09 Proceedings of the 7th International Conference on Pervasive Computing
AMC '09 Proceedings of the 2009 workshop on Ambient media computing
MTDL '09 Proceedings of the first ACM international workshop on Multimedia technologies for distance learning
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
On developing a platform for mobile outdoor gaming for children
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Framing storytelling with games
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
An annotation scheme for social interaction in digital playgrounds
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Pervasive games are games that are played in the real world---they are not played as a computerized simulation or on a limited physical game arena. The central attraction for pervasive games is that they offer the pleasure of doing things for real. The world is a vast and infinitely changing resource of content for pervasive games. Interference is a pervasive game playable by groups of 6--8 players lasting for a total of 3--4 hours and using both technology (such as GPS positioning and augmented reality) and human actors to create the full experience. In this paper, we describe the design goals for Interference and how these permeate through all aspects of the design of the game to create a coherent experience. Interference shows how an emotionally complex game experience can be achieved without resorting to ambiguity or deep role playing. The game has so far been staged on seven occasions and we briefly report on the experiences from those stagings.