Creating the invisible interface: (invited talk)
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
Pirates: proximity-triggered interaction in a multi-player game
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lessons from the lighthouse: collaboration in a shared mixed reality system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Computer Supported Cooperative Work
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting ethnographic studies of ubiquitous computing in the wild
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Games that do not exist communication design beyond the current limits
SIGDOC '06 Proceedings of the 24th annual ACM international conference on Design of communication
Developing Digital Records: Early Experiences of Record and Replay
Computer Supported Cooperative Work
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
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game
Computer Supported Cooperative Work
A Look at Tokyo Youth at Leisure: Towards the Design of New Media to Support Leisure Outings
Computer Supported Cooperative Work
The performance impact of traffic patterns on routing protocols in mobile ad hoc networks
Computer Networks: The International Journal of Computer and Telecommunications Networking
Multi-user interaction using handheld projectors
Proceedings of the 20th annual ACM symposium on User interface software and technology
Movement-based interaction in camera spaces: a conceptual framework
Personal and Ubiquitous Computing
Accountabilities of presence: reframing location-based systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring social interactions and attributes of casual multiplayer mobile gaming
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
Proceedings of the 7th ACM conference on Designing interactive systems
Mobility and social interaction as core gameplay elements in multi-player augmented reality
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Seriously fun: exploring how to combine promoting health awareness and engaging gameplay
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
BragFish: exploring physical and social interaction in co-located handheld augmented reality games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Richly connected systems and multi-device worlds
Presence: Teleoperators and Virtual Environments
EyeSpy: supporting navigation through play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
StarTrack: a framework for enabling track-based applications
Proceedings of the 7th international conference on Mobile systems, applications, and services
Boxed Pervasive Games: An Experience with User-Created Pervasive Games
Pervasive '09 Proceedings of the 7th International Conference on Pervasive Computing
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
Art of defense: a collaborative handheld augmented reality board game
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Using location, bearing and motion data to filter video and system logs
PERVASIVE'07 Proceedings of the 5th international conference on Pervasive computing
The effects of mutual location-awareness on group coordination
International Journal of Human-Computer Studies
Cultural mobilities: diversity and agency in urban computing
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
A population approach to ubicomp system design
Proceedings of the 2010 ACM-BCS Visions of Computer Science Conference
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Into the wild: challenges and opportunities for field trial methods
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive negabehavior games for environmental sustainability
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Evaluating enjoyment within alternate reality games
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Lessons from touring a location-based experience
Pervasive'11 Proceedings of the 9th international conference on Pervasive computing
Empowerment through seamfulness: smart phones in everyday life
Personal and Ubiquitous Computing
Evaluating enjoyment within alternate reality games
ACM SIGGRAPH 2011 Game Papers
Locating experience: touring a pervasive performance
Personal and Ubiquitous Computing
WeQuest: scalable alternate reality games through end-user content authoring
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Domino: exploring mobile collaborative software adaptation
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
See it: a scalable location-based game for promoting physical activity
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Social Constructionism and Ludology: Implications for the Study of Games
Simulation and Gaming
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
Analysing user behaviour through dynamic population models
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiser's notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual 'coins' that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, players' PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games.