MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
Designing Web Usability: The Practice of Simplicity
Designing Web Usability: The Practice of Simplicity
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Using Context as a Crystal Ball: Rewards and Pitfalls
Personal and Ubiquitous Computing
Modelling and Adapting to Context
Personal and Ubiquitous Computing
Modelling both the Context and the User
Personal and Ubiquitous Computing
Context Awareness and Mobile Phones
Personal and Ubiquitous Computing
The BubbleBadge: a wearable public display
CHI '99 Extended Abstracts on Human Factors in Computing Systems
HUC '99 Proceedings of the 1st international symposium on Handheld and Ubiquitous Computing
Computers in Human Behavior
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This paper investigates how many users of commercial interactive systems are not properly agents within the interactive narrative, largely due to the dynamics of branding in cyberspace. Parallels are drawn between the dynamic personalization of e-CRM engines and context aware computing systems. Several seminal games are discussed as examples of systems in which very different relationships exist between users and the system. Arguments are made for designing e-commerce interactive systems that install into games, inside the game narrative.