Expanding social mobile games beyond the device screen
Emerging pervasive games use sensors, graphics and networking technologies to provide immersive game experiences integrated with the real world. Existing pervasive games commonly rely on a device screen for providing game-related information, while overlooking opportunities to include new types of c...
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Format: | Article |
Language: | English |
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Springer London
2016
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Online Access: | http://hdl.handle.net/1721.1/105116 https://orcid.org/0000-0001-8154-8518 |
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author | Sra, Misha Schmandt, Christopher M |
author2 | Massachusetts Institute of Technology. Media Laboratory |
author_facet | Massachusetts Institute of Technology. Media Laboratory Sra, Misha Schmandt, Christopher M |
author_sort | Sra, Misha |
collection | MIT |
description | Emerging pervasive games use sensors, graphics and networking technologies to provide immersive game experiences integrated with the real world. Existing pervasive games commonly rely on a device screen for providing game-related information, while overlooking opportunities to include new types of contextual interactions like jumping, a punching gesture, or even voice to be used as game inputs. We present the design of Spellbound, a physical mobile team-based game, to help contribute to our understanding of how we can design pervasive games that aim to nurture a spirit of togetherness. We also briefly touch upon how togetherness and playfulness can transform physical movement into a desirable activity in the user evaluation section. Spellbound is an outdoor pervasive team-based physical game. It takes advantage of the above-mentioned opportunities and integrates real-world actions like jumping and spinning with a virtual world. It also replaces touch-based input with voice interaction and provides glanceable and haptic feedback using custom hardware in the true spirit of social play characteristic of traditional children’s games. We believe Spellbound is a form of digital outdoor gaming that anchors enjoyment on physical action, social interaction, and tangible feedback. Spellbound was well received in user evaluation playtests which confirmed that the main design objective of enhancing a sense of togetherness was largely met. |
first_indexed | 2024-09-23T14:45:23Z |
format | Article |
id | mit-1721.1/105116 |
institution | Massachusetts Institute of Technology |
language | English |
last_indexed | 2024-09-23T14:45:23Z |
publishDate | 2016 |
publisher | Springer London |
record_format | dspace |
spelling | mit-1721.1/1051162022-09-29T10:23:19Z Expanding social mobile games beyond the device screen Sra, Misha Schmandt, Christopher M Massachusetts Institute of Technology. Media Laboratory Program in Media Arts and Sciences (Massachusetts Institute of Technology) Sra, Misha Schmandt, Christopher M Emerging pervasive games use sensors, graphics and networking technologies to provide immersive game experiences integrated with the real world. Existing pervasive games commonly rely on a device screen for providing game-related information, while overlooking opportunities to include new types of contextual interactions like jumping, a punching gesture, or even voice to be used as game inputs. We present the design of Spellbound, a physical mobile team-based game, to help contribute to our understanding of how we can design pervasive games that aim to nurture a spirit of togetherness. We also briefly touch upon how togetherness and playfulness can transform physical movement into a desirable activity in the user evaluation section. Spellbound is an outdoor pervasive team-based physical game. It takes advantage of the above-mentioned opportunities and integrates real-world actions like jumping and spinning with a virtual world. It also replaces touch-based input with voice interaction and provides glanceable and haptic feedback using custom hardware in the true spirit of social play characteristic of traditional children’s games. We believe Spellbound is a form of digital outdoor gaming that anchors enjoyment on physical action, social interaction, and tangible feedback. Spellbound was well received in user evaluation playtests which confirmed that the main design objective of enhancing a sense of togetherness was largely met. 2016-10-27T19:23:03Z 2016-10-27T19:23:03Z 2015-05 2014-11 2016-08-18T15:21:04Z Article http://purl.org/eprint/type/JournalArticle 1617-4909 1617-4917 http://hdl.handle.net/1721.1/105116 Sra, Misha, and Chris Schmandt. “Expanding Social Mobile Games beyond the Device Screen.” Personal and Ubiquitous Computing 19.3–4 (2015): 495–508. https://orcid.org/0000-0001-8154-8518 en http://dx.doi.org/10.1007/s00779-015-0845-0 Personal and Ubiquitous Computing Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Springer-Verlag London application/pdf Springer London Springer London |
spellingShingle | Sra, Misha Schmandt, Christopher M Expanding social mobile games beyond the device screen |
title | Expanding social mobile games beyond the device screen |
title_full | Expanding social mobile games beyond the device screen |
title_fullStr | Expanding social mobile games beyond the device screen |
title_full_unstemmed | Expanding social mobile games beyond the device screen |
title_short | Expanding social mobile games beyond the device screen |
title_sort | expanding social mobile games beyond the device screen |
url | http://hdl.handle.net/1721.1/105116 https://orcid.org/0000-0001-8154-8518 |
work_keys_str_mv | AT sramisha expandingsocialmobilegamesbeyondthedevicescreen AT schmandtchristopherm expandingsocialmobilegamesbeyondthedevicescreen |