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Capturing the response of players to a location-based game

✍ Scribed by Lynne Baillie; Lee Morton; David C. Moffat; Stephen Uzor


Book ID
106235430
Publisher
Springer
Year
2010
Tongue
English
Weight
536 KB
Volume
15
Category
Article
ISSN
1617-4909

No coin nor oath required. For personal study only.

✦ Synopsis


Location-based games offer opportunities for us to learn more about people's interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players' emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons' normal activity. As a result, there is little distinction between gaming time and non-gaming time.


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