Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Compelling experiences in mixed reality interactive storytelling
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Playing on a line: location-based games for linear trips
Proceedings of the international conference on Advances in computer entertainment technology
Location-based storytelling in the urban environment
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
The three-sixty illusion: designing for immersion in pervasive games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Games for passengers: accounting for motion in location-based applications
Proceedings of the 4th International Conference on Foundations of Digital Games
Interactive stories on the net: a model and an architecture for X3D worlds
Proceedings of the 14th International Conference on 3D Web Technology
Ubikequitous computing: designing interactive experiences for cyclists
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Toward a ludic architecture: the space of play and games
Toward a ludic architecture: the space of play and games
Mobile urban drama for multimedia-based out-of-school learning
Proceedings of the 9th International Conference on Mobile and Ubiquitous Multimedia
Enabling micro-entertainment in vehicles based on context information
Proceedings of the 2nd International Conference on Automotive User Interfaces and Interactive Vehicular Applications
WeQuest: scalable alternate reality games through end-user content authoring
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Scaling mobile alternate reality games with geo-location translation
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Guidelines for the Design of Location-Based Audio for Mobile Learning
International Journal of Mobile and Blended Learning
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Generating content into vast areas is a relevant challenge in the field of location-based pervasive games. In this paper, we present a game prototype that enables children travelling in the back seat of a car to enjoy a narrated experience where gameplay combines with the experience of traveling through the road network. The prototype is designed to provide what we refer to as a believable environment. We propose four design characteristics to persuasively include a journey within a pervasive game. First, the story should refer to geographical objects with their everyday meanings. Second, the game's scale needs to cover vast areas. Third, the application should provide sequential storytelling to make it fit with the journey experience, and finally it should provide interaction support where players can engage in gameplay and interact with the computer in various ways at the same time as they are looking out of the car window. We describe how these requirements have been implemented in the prototype and present an initial performance test.