The quality of online social relationships
Communications of the ACM - How the virtual inspires the real
Ambient wood: designing new forms of digital augmentation for learning outdoors
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
pOwerball: the design of a novel mixed-reality game for children with mixed abilities
Proceedings of the 2005 conference on Interaction design and children
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A new playground experience: going digital?
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
IEEE Pervasive Computing
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
ACM Transactions on Computer-Human Interaction (TOCHI)
Cheating: Gaining Advantage in Videogames
Cheating: Gaining Advantage in Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Personal and Ubiquitous Computing
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Evaluating Children's Interactive Products: Principles and Practices for Interaction Designers
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
OPOS: an observation scheme for evaluating head-up play
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Interactive play objects and the effects of open-ended play on social interaction and fun
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
HeartBeat: an outdoor pervasive game for children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Designing a head-up game for children
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Increasing children's social competence through games, an exploratory study
Proceedings of the 8th International Conference on Interaction Design and Children
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
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
Collective creation of games using free play technologies
Proceedings of the 9th International Conference on Interaction Design and Children
Rule customization in head-up games
Proceedings of the 3rd International Conference on Fun and Games
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Designing and evaluating mobile systems for collocated group use
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
On developing a platform for mobile outdoor gaming for children
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Proceedings of the Designing Interactive Systems Conference
An annotation scheme for social interaction in digital playgrounds
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Methods of working with teenagers in interaction design
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Towards persuasive sociometric technologies for inclusive educational settings
Proceedings of the Biannual Conference of the Italian Chapter of SIGCHI
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Current pervasive games are mostly location-aware applications, played on handheld computing devices. Considering pervasive games for children, it is argued that the interaction paradigm existing games support limits essential aspects of outdoor play like spontaneous social interaction, physical movement, and rich face-to-face communication. We present a new genre of pervasive games conceived to address this problem, that we call "Head Up Games" (HUGs) to underline that they liberate players from facing down to attend to screen-based interactions. The article discusses characteristics of HUG and relates them to existing genres of pervasive games. We present lessons learned during the design and evaluation of three HUG and chart future challenges.