Personal and Ubiquitous Computing
ACM Transactions on Computer-Human Interaction (TOCHI)
Combining Physical Activities and Mobile Games to Promote Novel Learning Practices
WMUTE '08 Proceedings of the Fifth IEEE International Conference on Wireless, Mobile, and Ubiquitous Technology in Education
OPOS: an observation scheme for evaluating head-up play
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
OpenStreetMap: User-Generated Street Maps
IEEE Pervasive Computing
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
Analysing the playground: sensitizing concepts to inform systems that promote playful interaction
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Developing adaptive exergames for adolescent children
Proceedings of the 11th International Conference on Interaction Design and Children
iFitQuest: a school based study of a mobile location-aware exergame for adolescents
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
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Fun in gaming is a difficult, however paramount, topic. Some games are fun, some are not. Some games are ancient and common to both man and animals, for instance Chase-and-Catch (C&C). These games are physically intensive, short in duration, and confined to a specific area. In our research we explore transitions from traditional playground C&C games to their digital counterparts. The rationale is simple; modest augmentations of old-fashioned gaming concepts might prove to be a rewarding avenue for designing successful location-based games. We present a straightforward C&C game, FoxHunt, where location-aware mobile phones are used for hunting virtual foxes. Based on field studies with a total of 220 players, we present and discuss evidence of a very high fun factor, independent of age, gender, playing conditions, and inclination towards sports and physical exercise. We argue that C&C games deserve to be treated as a separate genre within mobile, location-aware gaming.