Abstract | ||
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In this paper we present a case study of a new mobile location-based game based on the creation of virtual communities against a backdrop of historical content. We describe the design, implementation and public pilot of the game, and present a quantitative and qualitative analysis of the use of the game's features. We discuss how and why the combination of these features affected players' engagement with the game. We conclude by reflecting on the design tensions resulting from the artists' 'evocative' approach. |
Year | DOI | Venue |
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2011 | 10.1145/2071423.2071460 | Advances in Computer Entertainment Technology |
Keywords | Field | DocType |
virtual community,historical content,design tension,new mobile location-based game,qualitative analysis,public pilot,case study,community,time line,game,mobile,historical | Mobile location,Game mechanics,Game art design,Computer science,Game design document,Game design,Human–computer interaction,Game Developer,Time line,Multimedia | Conference |
Citations | PageRank | References |
2 | 0.36 | 3 |
Authors | ||
8 |
Name | Order | Citations | PageRank |
---|---|---|---|
Martin Flintham | 1 | 845 | 90.56 |
Chris Greenhalgh | 2 | 2764 | 339.22 |
Tom Lodge | 3 | 44 | 5.10 |
Alan Chamberlain | 4 | 405 | 48.71 |
Mark Paxton | 5 | 238 | 20.26 |
Rachel Jacobs | 6 | 35 | 3.44 |
Matt Watkins | 7 | 26 | 3.87 |
Robin Shackford | 8 | 3 | 0.78 |