Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Painting the town red: configuring location-based games by colouring maps
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Magic moments in situated mediascapes
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Gaming on the edge: using seams in ubicomp games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
A research process for designing ubiquitous social experiences
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
The three-sixty illusion: designing for immersion in pervasive games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Blowtooth: pervasive gaming in unique and challenging environments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Making friends by killing them: using location-based urban gaming to expand personal networks
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
A research methodology for evaluating location aware experiences
Personal and Ubiquitous Computing
Proceedings of the Designing Interactive Systems Conference
Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security
Personal and Ubiquitous Computing
To the Castle! A comparison of two audio guides to enable public discovery of historical events
Personal and Ubiquitous Computing
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As location based games move players out of the house and onto the streets the experience of game play radically changes. Game designers have the opportunity to incorporate artifacts, elements and events that might naturally occur in the real world into the game play so that a particular place becomes more meaningful. This paper explores the relevance of place and the idea of "design for coincidence". Design for coincidence is illustrated through case studies and a number of example games that show how this approach has been effective in location based games.