Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
The Mobile Connection: The Cell Phone's Impact on Society
The Mobile Connection: The Cell Phone's Impact on Society
FIASCO: game interface for location-based play
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
eBag: a ubiquitous Web infrastructure for nomadic learning
WWW '05 Proceedings of the 14th international conference on World Wide Web
Atomic actions -- molecular experience: theory of pervasive gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Designing tangible artefacts for playful interactions and dialogues
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Playground games: a design strategy for supporting and understanding coordinated activity
Proceedings of the 7th ACM conference on Designing interactive systems
In the hands of children: exploring the use of mobile phone functionality in casual play settings
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Habitats: a simple way to bridge artifacts, professions, and theories in ubiquitous design
BCS-HCI '07 Proceedings of the 21st British HCI Group Annual Conference on People and Computers: HCI...but not as we know it - Volume 2
Proceedings of the 2010 ACM conference on Computer supported cooperative work
CO2nfession: engaging with values through urban conversations
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Encouraging parallel thinking through explicit coordination modeling
Proceedings of the 42nd ACM technical symposium on Computer science education
FizzyVis: designing for playful information browsing on a multitouch public display
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Serious games as input versus modulation: different evaluations of utility
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Rapid prototyping of outdoor games for children in an iterative design process
Proceedings of the 12th International Conference on Interaction Design and Children
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In this paper we identify and characterize, in theory and by design example, a new genre of pervasive play for tweens that lies on the border between play and game, called mock games. The objective is to design digital support for more or less structured playfulness among preteen children, primarily girls, in a way that emphasizes humor, friendly battle and identity construction. The method used is a combination of a review of a number of theories of games and play and a field study into the social reality of children's playful activities. Based on these two investigations we characterize mock games as a genre and show that it is not covered well by any one of the reviewed theories, taking into account both social and technical aspects. Then we present a design example of such a system, DARE! We conclude by discussing ethical issues and set goals for future research.