Supporting ethnographic studies of ubiquitous computing in the wild
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Capturing the effects of context on human performance in mobile computing systems
Personal and Ubiquitous Computing
A framework for mobile evaluation
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
A research methodology for evaluating location aware experiences
Personal and Ubiquitous Computing
GangKlang: designing walking experiences
Proceedings of the 8th Audio Mostly Conference
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Mobile games are based on the physical movement of players in a game world, combining real world with virtual dimensions. As the real world defies control, the magic circle, the border of the game world, becomes permeable for influences of everyday life. Neither the players nor the designers nor the researchers are able to foresee and fully control the consequences of players' actions in this world. In our paper we introduce a case study. Within this empirical study the difference between the game as a system on the one hand and the context of play on the other hand becomes discernable as a source of emergent game play. We then elaborate on its meaning for the process-oriented method.