From snark to park: lessons learnt moving pervasive experiences from indoors to outdoors
AUIC '04 Proceedings of the fifth conference on Australasian user interface - Volume 28
Evaluating computer game concepts with children
Proceedings of the 2004 conference on Interaction design and children: building a community
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing interactive environments for outdoors gaming and play
CHI '06 Extended Abstracts on Human Factors in Computing Systems
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
UbiPlay: an interactive playground and visual programming tools for children
Proceedings of the 2006 conference on Interaction design and children
The gopher game: a social, mobile, locative game with user generated content and peer review
Proceedings of the international conference on Advances in computer entertainment technology
Insectopia: exploring pervasive games through technology already pervasively available
Proceedings of the international conference on Advances in computer entertainment technology
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Head up games: the games of the future will look more like the games of the past
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
HeartBeat: an outdoor pervasive game for children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games
Proceedings of the 8th International Conference on Interaction Design and Children
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Prolonged play with the ColorFlares: how does open-ended play behavior change over time?
Proceedings of the 3rd International Conference on Fun and Games
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
An annotation scheme for social interaction in digital playgrounds
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Engaging children in cars through a robot companion
Proceedings of the 12th International Conference on Interaction Design and Children
Engaging children in longitudinal behavioral studies through playful technologies
Proceedings of the 12th International Conference on Interaction Design and Children
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The concept of Head-Up Games [18] advocates that pervasive games of the future should be designed to evoke play patterns akin to those of traditional outdoor games. This tenet, while appealing, is ill defined without a clear description of these behaviors. Below we introduce OPOS, an observation scheme that can be used to evaluate Head-Up Games and, more generally, outdoor pervasive games intended for children. The observation scheme has been evaluated through its application in observing play with traditional outdoor games and a purpose made Head-Up Game. The study involved 24 children of 10--11 years old; it was found that the proposed observation scheme is objective and reliable, helping evaluators compare pervasive games regarding the play behaviors they provoke.