GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Multi-User Mobile Applications and a Public Display: Novel Ways for Social Interaction
PERCOM '06 Proceedings of the Fourth Annual IEEE International Conference on Pervasive Computing and Communications
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Future Play '07 Proceedings of the 2007 conference on Future Play
Lessons learned: game design for large public displays
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
First General-Purpose Electronic Computer
IEEE Annals of the History of Computing
Flashlight jigsaw: an exploratory study of an ad-hoc multi-player game on public displays
Proceedings of the 2008 ACM conference on Computer supported cooperative work
A location-based multiplayer mobile game to encourage pro-environmental behaviours
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The effects of network loads and latency in multiplayer online games
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Multipurpose Public Displays: How Shortcut Menus Affect Usage
IEEE Computer Graphics and Applications
Proceedings of the 2nd ACM International Symposium on Pervasive Displays
2nd International UBI Challenge 2013
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
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In this paper, we describe our experiences with location-aware cooperative multiplayer game on public displays. The game world is modelled after the city of Oulu, Finland where players protect the city from a Martian invasion. We investigate the potential of the used platform, the effects of locality and how a more complex and challenging gaming experience on public displays is received. We demonstrate that locality does have a significant effect on the game-play especially when the player can actually see the familiar surroundings in the game world. We also show that while the use of the different services vary a lot from place to place, our game can maintain a very good ranking when compared to other, more casual games.