Ethnography, Customers, and Negotiated Interactions at the Airport
IEEE Intelligent Systems
Personal and Ubiquitous Computing
Involving non-players in pervasive games
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
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
Wireless Epidemic Spread in Dynamic Human Networks
Bio-Inspired Computing and Communication
Critical Play: Radical Game Design
Critical Play: Radical Game Design
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
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In this paper, we describe a pervasive game, Blowtooth, in which players use their mobile phones to hide virtual drugs on nearby airline passengers in real airport check-in queues. After passing through airport security, the player must find and recover their drugs from the innocent bystanders, without them ever realising they were involved in the game. The game explores the nature of pervasive game playing in environments that are not, generally, regarded as playful or "fun". This paper describes the game's design and implementation as well as an evaluation conducted with participants in real airports. It explores the players' reactions to the game through questionnaire responses and in-game activity. The technologies used in Blowtooth are, intentionally, simple in order for the enjoyment of the game to be reliant more on the physical environment rather than the enabling technologies. We conclude that situating pervasive games in unexpected and challenging environments, such as international airports, may provide interesting and unique gaming experiences for players. In addition, we argue that pervasive games benefit most from using the specific features and nature of interesting real-world environments rather than focusing on the enabling technologies.