Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Randomness as a resource for design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Using fast interaction to create intense experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Performing Mixed Reality
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
From Mice to Men - 24 Years of Evaluation in CHI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Mystery at the library: encouraging library exploration using a pervasive mobile game
Proceedings of the 24th Australian Computer-Human Interaction Conference
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Both researchers and practitioners show increasing interest in exploring mixed reality games: games, where physical environments blend together with digital technologies. In this paper we have extended earlier work by bringing attention to the role of narrative in mixed reality games. For our case study we chose a mobile phone application Zombies Run!, which is designed to support actual running. This application contains a fictional story about a zombie apocalypse and provides runners with various quests (in the form of missions) to complete during their run. We investigated different aspects of participants' experience with the application and how it changed their running. Our findings show how the app changed running in three major ways. Firstly, it changed the way runs were organised. Secondly, it shook up established running routines. And lastly, it shaped the meanings associated with running.