2018
DOI: 10.1007/978-3-319-73062-2_15
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Beating the City: Three Inspirational Design Patterns to Promote Social Play Through Aligning Rhythms

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Cited by 4 publications
(5 citation statements)
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“…Thus they aimed most of their constructive criticisms towards addressing the non-physical risks of new encounters in such contexts. Like our other inspirational patterns [42,43,44], the candidate patterns presented in this paper all feature three diverse design examples. Some of our other patterns are exemplified by purely physical designs, whereas we chose to present here five candidate patterns that are illustrated by at least one design involving also digital technology.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Thus they aimed most of their constructive criticisms towards addressing the non-physical risks of new encounters in such contexts. Like our other inspirational patterns [42,43,44], the candidate patterns presented in this paper all feature three diverse design examples. Some of our other patterns are exemplified by purely physical designs, whereas we chose to present here five candidate patterns that are illustrated by at least one design involving also digital technology.…”
Section: Discussionmentioning
confidence: 99%
“…The examples for each inspirational pattern are deliberately varied to enrich discussion around the abstractions in that some examples are more practical and clear exemplifications of a pattern, while others are more extreme designs that convey an aspect of the abstraction. Some of these patterns have been grouped into themes concerned with filters [43], proximity [42] and rhythm [44]. Here we discuss a further five unpublished, candidate patterns (figure 1) that share themes around signaling social intentions and identifying impediments to encounters developing.…”
Section: Candidate Inspirational Patterns From a Design Space Reviewmentioning
confidence: 99%
“…• Interactive experiences (Benford & Giannachi, 2008;Mitchell & Olsson, 2018;Wouters et al, 2016) • Playful experiences (Arrasvuori et al, 2011;Lucero & Arrasvuori, 2013 • Mixed reality experiences and games (Hinske et al, 2007;Wetzel et al, 2017) • Pervasive games and experiences (Arango-López et al, 2019Benford et al, 2005;Guo et al, 2010;Hinske et al, 2007;Jegers, 2007Jegers, , 2009Magerkurth et al, 2005;Montola, 2005;Nieuwdorp, 2007;Walther, 2005Walther, , 2011Walz & Ballagas, 2007) • Urban games and experiences (Mitchell & Olsson, 2018;Wouters et al, 2016) • Location-based/location-aware games and experiences (Broll & Benford, 2005;Maia et al, 2017;Neustaedter et al, 2013;Walz & Ballagas, 2007) • Ubiquitous games (Chalmers et al, 2005;McGonigal, 2006) • Alternate Reality Experiences (Gutierrez et al, 2011;Hansen et al, 2013;Kourouthanassis et al, 2015) • Shared interactive narratives (Benford & Giannachi, 2008) • Augmented reality experiences (Gutierrez et al, 2011;Kourouthanassis et al, 2015) Walther collects a number of these under the broader genre of pervasive games: incorporating mobile games, location-based games, ubiquitous games, virtual reality games & augmented reality games where each shares the key characteristics of "(1) the explicitness of computational tasks; and (2) the overall importance of physical space" (2005, p. 4). On the other hand, others bring pervasive games and experiences under the umbrella of mixed reality experiences (Hinske et al, 2007;…”
Section: Challengesmentioning
confidence: 99%
“…Unpacking qualities of the experience specifically considers the internal qualities of an experience regarding its interaction with audience and location, and how these can be generated in interaction. For instance, Mitchell & Olsson (2018) offer design patterns to facilitate and encourage play between strangers in public places. Others consider how to leverage the transition of players between bystander, participant actor roles (Wouters et al, 2016); Walz & Ballagas (2007) provide a series of "pervasive persuasive tactics (PPT)"; understanding how participants can traverse narrative as they enter and leave the experience over time with Temporal Trajectories (Benford & Giannachi, 2008); designing to enhance player engagement and enjoyment using the Pervasive GameFlow model (Jegers, 2009).…”
Section: Mre Ideation Cards (And Variations)mentioning
confidence: 99%
“…Firstly, the impact of distances between people in relation to the likelihood, ease and comfort of initiating interactions and how this could be assuaged through designs that enable manipulations of interpersonal proximity [39]. Secondly, how the absence of an excuse or reason to commence interacting might be addressed through designs that created moments of interdependency and shared rhythms between people [40]. And thirdly, how many participants felt potentially vulnerable in situations where their own visibility and physical accessibility to others was not limited.…”
Section: Connecting Examples With Needs To Make Abstractionsmentioning
confidence: 99%