On the move with a magic thing: role playing in concept design of mobile services and devices
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playing games in the emotional space
Funology
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
Imprints of place: creative expressions of the museum experience
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mock games: a new genre of pervasive play
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Hide&SEEK: sharing cultural knowledge
Proceedings of the 15th international conference on Multimedia
Proceedings of the 7th ACM conference on Designing interactive systems
Turning the OpenMobileNetwork into a live crowdsourcing platform for semantic context-aware services
Proceedings of the 9th International Conference on Semantic Systems
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In this paper we describe FIASCO, a location based street game that is played both on a website and on the city streets. In the current technology landscape, data is readily accessed via an array of devices and across a variety of locations. There are many resulting design opportunities, but location based computing poses challenges. With FIASCO, the authors propose game design as a research tool to explore new approaches to computing in public space. Engaging with place, promoting self expression through physical action, and reinterpreting mapping conventions are the driving goals towards an understanding of 'situated computing.' In using a pervasive gaming model FIASCO creates a support mechanism for these exploratory activities, while bringing the challenges inherent to designing for online/offline experience to the forefront.