Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Game Design: Theory and Practice
Game Design: Theory and Practice
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
A case study in pervasive game design: the songs of north
Proceedings of the third Nordic conference on Human-computer interaction
Parallel worlds: immersion in location-based experiences
CHI '05 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Fundamentals of Game Design (Game Design and Development Series)
Fundamentals of Game Design (Game Design and Development Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An investigation into the use of spatialised sound in locative games
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
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
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
The three-sixty illusion: designing for immersion in pervasive games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From immersion to addiction in videogames
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists
Pervasive '08 Proceedings of the 6th International Conference on Pervasive Computing
Design, implementation and evaluation of audio for a location aware augmented reality game
Proceedings of the 3rd International Conference on Fun and Games
Navigating the world and learning to like it: mobility training through a pervasive game
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Proceedings of the Designing Interactive Systems Conference
A real-world study of an audio-tactile tourist guide
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Shaking the dead: multimodal location based experiences for un-stewarded archaeological sites
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Effects of mobile gaming patterns on learning outcomes: a literature review
International Journal of Technology Enhanced Learning
Hi-index | 0.00 |
This paper reports on the design and evaluation of player experience of a Location-Based Mobile Game set in Dublin, Ireland in which players act as paranormal investigators hunting for ghosts and gathering evidence of paranormal activity. The paper focuses on players' experience of engagement and immersion, which was evaluated through a qualitative user study undertaken over a three-day period with the participation of 19 subjects. We first discuss the concept of immersion in gaming and then review related work before presenting the design and implementation of our prototype and the results of our user study. The results show that the experience succeeds in creating a high level of immersion at several stages in the game and that this immersion can be influenced by several factors including usability, control, modes of interaction, aesthetics, flow and, perhaps most significantly, choice of location.