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Mobility and social interaction as core gameplay elements in multi-player augmented reality

Alessandro Mulloni, Daniel Wagner, Dieter Schmalstieg
2008 Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts - DIMEA '08  
In this paper, we present an Augmented Reality game that strongly exploits mobility and social interaction between players as core gameplay elements.  ...  We have implemented this game on handheld devices and conducted a qualitative user study, investigating the level of mobility and social involvement of players.  ...  Another core element of the game is social interaction: Players are all physically in the same environment equipped only with an unobtrusive handheld device.  ... 
doi:10.1145/1413634.1413718 dblp:conf/dimea/MulloniWS08 fatcat:lkajbu5tg5gyrjw6wwxfj32smq

Enhancing Train Travel with Augmented Reality for Smartphones: The "Tales on Rails" Project

Heidrun Föhn, Sonja Böckler, Fabio Baumgartner, René Bauer, Ulrich Götz
2019 Zenodo  
The game features a technologically ambitious program with augmented reality game elements, while minimizing negative impacts on playability by environmental influences such as seasonal and weather conditions  ...  The project "Tales on Rails" describes the research and development of an augmented reality game that can be played on trains with smartphones.  ...  ; and Anna Martin-Niedecken for supporting the evaluation process.  ... 
doi:10.5281/zenodo.4495113 fatcat:5wup6ctlk5c5xgmalz26lbxpk4

Scaling online collaborative games to urban level

Dario Maggiorini, Christian Quadri, Laura Anna Ripamonti
2012 2012 IFIP Wireless Days  
Unfortunately, differently from other services, location-and context-based gaming strictly requires near-field communication to interact with nearby players in order to create teams and arenas.  ...  With the growing availability of personal communication devices we are witnessing a tremendous increase in the demand for mobile services based on location and context.  ...  like: Context-aware Games, Alternate Reality Games (ARGs), Social Network-based games and Augmented Reality-based games.  ... 
doi:10.1109/wd.2012.6402837 dblp:conf/wd/MaggioriniQR12 fatcat:afbas6nf4ffrvgnsjlmo6bxiem

Situations of Play: Patterns of Spatial Use in Videogames

Georgia Leigh McGregor
2007 Conference of the Digital Games Research Association  
Yet everyday real space is also deeply embedded in the games themselves. Videogames take patterns of spatial use from reality and situate them in their spatial structure.  ...  Investigating the nexus between architecture and games, and using architecture as a tool to unpack spatial conditions in videogames, this paper explores how games are structured by their spatial qualities  ...  Challenge space shares a direct relationship with gameplay where the environment holds elements that form the core of gameplay.  ... 
dblp:conf/digra/McGregor07 fatcat:ncchvarpi5axdo6l47omir5vhi

Survey on attitude towards pervasive games

Alf Inge Wang, Hong Guo, Meng Zhu, Are Saterbo Akselsen, Kenneth Kristiansen
2010 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference  
elements in games.  ...  1 alfw / 2 guohong / 3 zhumeng 4 aresater / 5 kennetkr Abstract-Pervasive gaming as a research field has been attracting more and more attentions from researchers and practitioners.  ...  Jegers adapted this model to pervasive games domain by examining characteristics and features of pervasive games including mobile/place-independent gameplay, social interaction between players, and integration  ... 
doi:10.1109/icegic.2010.5716907 dblp:conf/gamesem/WangGZAK10 fatcat:ujctnfppunhufdwv7vvy35hlrq

"That's not a secure area"– physical-digital sound links in commercial locative games

Inger Ekman
2014 Transactions of the Digital Games Research Association  
Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game.  ...  The findings illustrate the need for simplicity regarding audio challenges, but generally confirm the view of audio-based gameplay as a facilitator of mobility.  ...  Acknowledgements Sincerest thanks to the commentators at the Physical and Digital in Games and Play seminar, especially Kati Heljakka and Annika Waern.  ... 
doi:10.26503/todigra.v1i3.27 fatcat:wsjnfahunrcm7haxbjbav5dyrq

Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies

Teemu Laine
2018 Computers  
Augmented reality (AR) has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education.  ...  In this paper, I define mobile AR as a type of AR where a mobile device (smartphone or tablet) is used to display and interact with virtual content, such as three-dimensional (3D) models, annotations,  ...  The choice between single-player and multi-player game modes depends on several factors. Is the goal is to promote social interaction?  ... 
doi:10.3390/computers7010019 fatcat:52hmtqvvvrgdvh4hjckoo5kbce

Ludic Mobilities: The Corporealities of Mobile Gaming

Ingrid Richardson
2010 Mobilities  
In this paper I examine the hybrid ontologies and realities that typify networked and mobile location-based and hybrid reality games, exploring some of the phenomenological, embodied or somatic aspects  ...  the 'playful turn' in contemporary new media culture and the infiltration of a ludic sensibility into the mobilities and practices of everyday life.  ...  In this paper I consider the permeability of the 'magic circle' surrounding alternate reality, pervasive, location-based and augmented reality mobile games, and the increasing prevalence of hybrid realities  ... 
doi:10.1080/17450101.2010.510329 fatcat:zhb54mpqufbyln2lqjejup4jzu

Save 'Em

Cody Watts, Ehud Sharlin
2007 Proceedings of the 2007 conference on Future Play - Future Play '07  
affect both gameplay and the players' overall experience.  ...  In this paper we discuss our Save 'Em game implementation and use our current findings to explain how moving game interaction from the virtual domain into the physical world using augmented reality can  ...  We argue that augmented reality techniques, such as the ones we used in Save 'Em, can harnesses the power of nontraditional control and display interfaces to create gameplay which is accessible, immersive  ... 
doi:10.1145/1328202.1328231 dblp:conf/fplay/WattsS07 fatcat:t4krh24ntbgapoyvb3j56qq7jm

Atomic actions -- molecular experience

Bo Kampmann Walther
2005 Computers in Entertainment  
Further, it describes and analyses three key units of PG (rules, entities, and mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information embedded space  ...  The paper introduces four axes of PG (mobility, distribution, persistence, and transmediality).  ...  • Augmented reality games and mixed reality games are an interesting approach to the creation of game spaces that seek to integrate virtual and physical elements within a comprehensibly experienced perceptual  ... 
doi:10.1145/1077246.1077258 fatcat:d3qegikvmzavpacm7gy44izswi

Designing for social play in co-located mobile games

William Goddard, Jayden Garner, Mads Moller Jensen
2016 Proceedings of the Australasian Computer Science Week Multiconference on - ACSW '16  
In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games.  ...  Using the Mechanics-Dynamics-Aesthetics (MDA) framework, we code four games illustrating effective use of mobile, social, and colocated elements.  ...  Each of these dynamics show how social elements were at the core of these designs, creating social play as a motivation, and even requirement, in the game.  ... 
doi:10.1145/2843043.2843476 dblp:conf/acsc/GoddardGJ16 fatcat:mutcpyjhrrb23dezgg53htzlna

Leap Motion-Enhanced Augmented Reality Video Games to Encourage Intergenerational Engagement and Wrist Exercise

Hong-Wei Wong
2020 International Journal of Advanced Trends in Computer Science and Engineering  
We also hope that these games would add to the activities in retirement homes/villages. The theme and objects in the games can be easily changed.  ...  Thus, we have developed Leap-Motion-enhanced games such as rolling ball, trivia, and maze video games of different levels to cater to different abilities.  ...  The authors fully acknowledge the Ministry of (Higher) Education (MOHE) and Sunway University for the approved fund.  ... 
doi:10.30534/ijatcse/2020/1191.32020 fatcat:eziu375savdvfljeu624ifymvy

Bridging Audio and Augmented Reality towards a new Generation of Serious Audio-only Games

2019 The Electronic Journal of e-Learning  
Audio games in particular, i.e. electronic games that utilise data sonification and audio interaction techniques to express all narrative and gameplay content, have been proven to enhance players' skills  ...  technologies, such as augmented reality environments, will further enhance the students' immersiveness in the learning process.  ...  " (grant MIS number: 5007016), which is co-financed by Greece and the European Union (European Social Fund -ESF).  ... 
doi:10.34190/jel.17.2.07 fatcat:nkkvja4ianegbcuremuek2apaq

The Case for Computer-Augmented Games

Karl Bergström, Staffan Björk
2014 Transactions of the Digital Games Research Association  
In this article we introduce and explore the concept of Computer-Augmented Games – the use of computer technology to provide support or tools for gaming activities rather than use the technology as the  ...  Several examples of these games are presented and placed in a design space using a multi-dimensional typology of games approach.  ...  "High" Tangibility With tangible interfaces we mean the number, quality and scope of tangible objects players can interact with as part of gameplay.  ... 
doi:10.26503/todigra.v1i3.32 fatcat:gicfekmuzjh4jjfgac6z5s2ozq

Pay to play? Subverting the digital economy of Pokémon go in the Smart City

Thomas Birtchnell, Pauline McGuirk, Christopher Moore, Loren Vettoretto
2020 Digital Geography and Society  
In the context of the smart city, urban control by corporate, neoliberal interests exerts pressure on players to interweave digital gameplay with everyday life in hybrid urban space.  ...  In the context of the smart city, urban control by corporate, neoliberal interests exerts pressure on players to interweave digital gameplay with everyday life in hybrid urban space.  ...  Acknowledgements The authors wish to thank Research Assistants Dr Charlie Gillon and Dr Victoria Ikutegbe.  ... 
doi:10.1016/j.diggeo.2020.100004 fatcat:uowhtdlmtnh6rdx6oa6mcvi7fm
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