Hiding and revealing in online poker games
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Creating entertainment applications for cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Space-time travel blogging using a mobile phone
Proceedings of the international conference on Advances in computer entertainment technology
3D Space-time visualization of player behaviour in pervasive location-based games
International Journal of Computer Games Technology
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
A mobile geo-wand enabling gesture based POI search an user generated directional POI photography
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Mister X: an innovative location-based multiplayer game
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Seamful design for location-based mobile games
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
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This paper presents a research project to extend the concept of 'Seamful Design' within mobile location based games, which currently seeks to reveal the ambiguity of the system or infrastructure to a player, by introducing additional and deliberate ambiguity in how information is presented and revealed to players. This deliberate ambiguity radically changes the information economy of the games by presenting intentionally imperfect information to players to encourage obliquity of players' actions within the game. These concepts are presented through the design, implementation, and real world testing of the collaborative multiplayer mobile location based game 'They Howl'. The design of the game incorporates seamful design by deliberately utilising the network latency and deliberate information ambiguity of player locations to encourage both emergent collaborative game play and obliquity in player actions within the game. The results of the user trials illustrate that more tactical game-play emerges with less reliance of the information displayed on the phone screen which is often a criticism of such games.