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
A web-based kernel function for measuring the similarity of short text snippets
Proceedings of the 15th international conference on World Wide Web
Believable environments: generating interactive storytelling in vast location-based pervasive games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Adaptive, intelligent presentation of information for the museum visitor in PEACH
User Modeling and User-Adapted Interaction
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
An authoring tool for urban audio tours with animated maps
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Narrative construction in a mobile tour guide
ICVS'07 Proceedings of the 4th international conference on Virtual storytelling: using virtual reality technologies for storytelling
Evaluating enjoyment within alternate reality games
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Scaling mobile alternate reality games with geo-location translation
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
"Act natural": instructions, compliance and accountability in ambulatory experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing reusable alternate reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Alternate realities for computational thinking
Proceedings of the ninth annual international ACM conference on International computing education research
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Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARG stories are often geo-specific, requiring players to visit specific locations in the world. Consequently, mobile ARGs are played infrequently and only by those who live within proximity of the locations that the stories reference. In this paper, we describe an ARG platform, WeQuest, that addresses the geo-specificity limitation through end-user content generation. An authoring tool allows end-users to create new ARG stories that can be executed automatically on geo-location aware mobile devices, leading to greater numbers of available stories to be played. An intelligent process called location translation makes geo-specific ARGs playable anywhere in the world.