Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia 2016
DOI: 10.1145/3012709.3012716
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Blurring boundaries between everyday life and pervasive gaming

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Cited by 17 publications
(13 citation statements)
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“…The first two are hybrid games. They are pervasive and turn the physical space into either board game [34] or transform any city, town, or village in the world into a playground [54]. These games do not require users to follow any dedicated paths in the sense of a traditional linear route through a city but rather they facilitate more serendipitous discovery as users choose to "hunt" for different objects or monsters in their local neighbourhood.…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
See 2 more Smart Citations
“…The first two are hybrid games. They are pervasive and turn the physical space into either board game [34] or transform any city, town, or village in the world into a playground [54]. These games do not require users to follow any dedicated paths in the sense of a traditional linear route through a city but rather they facilitate more serendipitous discovery as users choose to "hunt" for different objects or monsters in their local neighbourhood.…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
“…These games have millions of players and attract the attention of researchers interested in a variety of factors. First, an issue of interest is the relationship of players to play and their need to consider issues such as territoriality and notions of boundaries or place attachment [34,51,52]. Second, there are studies that consider the formation of communities of players, the user experience (UX), and user motivations [17,24,31,37,48,49].…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
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“…The most well-known example is Pokémon GO, which allows users to collect virtual creatures that appear on-screen as if they were in the same physical location as the player [17]. Other examples include Ingress [28], Street Art Gangs [1], and Zombies Run! [55].…”
Section: Mobile Augmented Reality Gamesmentioning
confidence: 99%
“…Since that time newer research has come to study other mobile platforms and their relationship to space. For example, research on gaming apps Pokémon Go or Ingress has drawn on some of this earlier research on Foursquare and other LMSNs (Evans & Saker, 2018; Karpashevich, Hornecker, Dankwa, Hanafy, & Fietkau, 2016). Rather than just moving on to the next new platform to study geomedia, we want to revisit Foursquare.…”
mentioning
confidence: 99%