A small matter of programming: perspectives on end user computing
A small matter of programming: perspectives on end user computing
Toolglass and magic lenses: the see-through interface
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Pirates: proximity-triggered interaction in a multi-player game
CHI '01 Extended Abstracts on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
REXplorer: a mobile, pervasive spell-casting game for tourists
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Pervasive play, immersion and story: designing interference
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
The magic lens box: simplifying the development of mixed reality games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Hitchers: designing for cellular positioning
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Proceedings of the International Conference on the Foundations of Digital Games
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Pervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to `modding' for pervasive games. We present the design process, the enabling tools and two sample games provided in boxes to end users. Finally we discuss how our findings inform the design of `modding' tools for a pervasive game community of the future.