Ändra sökning
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
The Challenges of Designing a Gender-Aware Pervasive Game
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.ORCID-id: 0000-0001-9324-1994
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap.
2012 (Engelska)Konferensbidrag, Enbart muntlig presentation (Övrigt vetenskapligt)
Abstract [en]

This paper describes our approach to designing a pervasive game with teenage girls as its main audience. In doing so, we are faced with two challenges: the challenge of gender-aware game design, and the challenge of integrating a pervasive game into the everyday lives of young women. In this paper, we describe our core design goals and the rationale for these goals. Based on these goals, we outline the core design elements, and how these were appreciated by a young women audience in a first player workshop.

Ort, förlag, år, upplaga, sidor
2012.
Nyckelord [en]
Gender-aware design, Game design, Pervasive Game
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik
Forskningsämne
människa-maskin-interaktion (MMI)
Identifikatorer
URN: urn:nbn:se:su:diva-85444OAI: oai:DiVA.org:su-85444DiVA: diva2:583705
Konferens
ACM SIGCHI Conference on Human Factors in Computing Systems, Workshop on Identity, Performativity, and HCI, May 5–10, 2012, Austin, Texas, USA
Tillgänglig från: 2013-01-08 Skapad: 2013-01-08 Senast uppdaterad: 2014-01-31Bibliografiskt granskad
Ingår i avhandling
1. Designing Activity and Creating Experience: On People’s Play in Public places
Öppna denna publikation i ny flik eller fönster >>Designing Activity and Creating Experience: On People’s Play in Public places
2013 (Engelska)Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.

By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:

  1. Designed construct (e.g. artefacts and rules)
  2. Activity
  3. Experiences

But it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?

This question can be split into two parts:

  • Engagement: starting to be interested in the activity
  • Commitment: actually caring for the experience

This issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.

Ort, förlag, år, upplaga, sidor
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2013. 60 s.
Serie
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 13-011
Nyckelord
game design, play, activity, experience, enjoyment, fun
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
människa-datorinteraktion; Mobile Life
Identifikatorer
urn:nbn:se:su:diva-95143 (URN)
Presentation
2013-11-20, Sal C, Stockholms universitet, Forum 100, Kista, 13:00
Opponent
Handledare
Projekt
Mobile Life CentrePlayspaces
Tillgänglig från: 2013-11-29 Skapad: 2013-10-22 Senast uppdaterad: 2014-01-31Bibliografiskt granskad

Open Access i DiVA

Back et al. - The Challenges of Designing a Gender-Aware Pervasive Game(149 kB)145 nedladdningar
Filinformation
Filnamn FULLTEXT01.pdfFilstorlek 149 kBChecksumma SHA-512
374e73eaabac426a7000153d2b00623eb63d6e2f50ee0ae2608b6fa2d174d05d0da03c98dec880b052be0581bfbaf378db2b6c6ee50688cd0acb07da1063d6a6
Typ fulltextMimetyp application/pdf

Sök vidare i DiVA

Av författaren/redaktören
Back, JonWaern, Annika
Av organisationen
Institutionen för data- och systemvetenskap
Systemvetenskap, informationssystem och informatik

Sök vidare utanför DiVA

GoogleGoogle Scholar
Totalt: 145 nedladdningar
Antalet nedladdningar är summan av nedladdningar för alla fulltexter. Det kan inkludera t.ex tidigare versioner som nu inte längre är tillgängliga.

urn-nbn

Altmetricpoäng

urn-nbn
Totalt: 361 träffar
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf