Ethnography, Customers, and Negotiated Interactions at the Airport
IEEE Intelligent Systems
Personal and Ubiquitous Computing
Mobile Media: Making It a Reality
Queue - Mobile Computing
Involving non-players in pervasive games
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Design for coincidence: incorporating real world artifacts in location based games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Critical Play: Radical Game Design
Critical Play: Radical Game Design
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Using fast interaction to create intense experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TagURit: a proximity-based game of tag using lumalive e-textile displays
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Towards agent-based crowd simulation in airports using games technology
KES-AMSTA'11 Proceedings of the 5th KES international conference on Agent and multi-agent systems: technologies and applications
Sketching in software and hardware Bluetooth as a design material
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Expanding the magic circle in pervasive casual play
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Agent-based crowd simulation in airports using games technology
Transactions on Computational Collective Intelligence VIII
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
GEMS: the design and evaluation of a location-based storytelling game
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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This paper describes Blowtooth, a Bluetooth-implemented pervasive game where players smuggle virtual drugs through real airport security with the help of unknowing bystanders. The game explores the nature of pervasive game playing in environments that are not generally regarded as playful or "fun," and where people are subject to particularly high levels of intrusive surveillance and monitoring. Six participants who were travelling internationally within a two-week period were recruited to evaluate the game. Findings suggest that creating pervasive games that incorporate the unique features of their context as part of the game may provide enjoyable, novel and thought-provoking experiences for players.