Staging and evaluating public performances as an approach to CVE research
Proceedings of the 4th international conference on Collaborative virtual environments
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Supporting ethnographic studies of ubiquitous computing in the wild
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
Space-time travel blogging using a mobile phone
Proceedings of the international conference on Advances in computer entertainment technology
The Underwhelming Effects of Location-Awareness of Others on Collaboration in a Pervasive Game
Proceedings of the 2006 conference on Cooperative Systems Design: Seamless Integration of Artifacts and Conversations -- Enhanced Concepts of Infrastructure for Communication
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Using deliberate ambiguity of the information economy in the design of a mobile location based games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Brain interaction for mobile games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Analysis of telemetry data from a real-time strategy game: A case study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Hi-index | 0.00 |
Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour. Whilst many ethnographical studies have presented useful qualitative insights into this area, there is the potential to both improve support for these studies and to provide more effective representations of the quantitative data that can often be extracted from the game itself in a manner that enables greater understanding. In this paper, we illustrate how combined spatial and temporal information can be represented using the human geographers' technique of space-time paths to provide 3D visualizations of a player's or players' movement. Our analysis of a particular location-based game shows how a richer understanding of overall game play is obtained and highlights the possibilities for using the technique for a whole range of location-based services to provide a more complete view of complexities of journeys. Further, we discuss how these techniques can be utilized more generally by ethnographers who study the behaviour of mobile actors.