Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
ACM Transactions on Computer-Human Interaction (TOCHI)
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
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
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In this paper, we describe a pervasive treasure hunting game: "Team exploration" based on the Transhumance ad hoc wifi platform. The testers of this game came up with innovative suggestions that combined the technical features of the platform with their urban experience. They pointed to specific aspects of urban mobility that influence pervasive game design and contribute to the user's pleasure. These tests show that the notion of space (geometrical organization) is not enough to characterize and organize pervasive games and that four main anthropological features have to be taken into consideration: the concrete city (physical organisation), the imaginary city (narratives), the functional city (services) and the city events. These diverse aspects and qualifications of urban experience provide an interesting framework for the understanding of pervasive game experimentations, as well as point to new directions in pervasive game design. Our paper advocates that further anthropological observations are part of the pervasive game design methodology.