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Designing Activity and Creating Experience: On People’s Play in Public places
Stockholms universitet, Samhällsvetenskapliga fakulteten, Institutionen för data- och systemvetenskap. (Mobile Life Centre)ORCID-id: 0000-0001-9324-1994
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 [en]
game design, play, activity, experience, enjoyment, fun
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
människa-datorinteraktion; Mobile Life
Identifikatorer
URN: urn:nbn:se:su:diva-95143OAI: oai:DiVA.org:su-95143DiVA: diva2:658987
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
Delarbeten
1. The Challenges of Designing a Gender-Aware Pervasive Game
Öppna denna publikation i ny flik eller fönster >>The Challenges of Designing a Gender-Aware Pervasive Game
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.

Nyckelord
Gender-aware design, Game design, Pervasive Game
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik
Forskningsämne
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-85444 (URN)
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
2. “We are two strong women” - designing empowerment in a pervasive game
Öppna denna publikation i ny flik eller fönster >>“We are two strong women” - designing empowerment in a pervasive game
2013 (Engelska)Ingår i: Proceedings of DiGRA 2013: DeFragging Game Studies, Digital Games Research Association DiGRA , 2013, 126-135 s.Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players.

We discuss the design process for the game 'Codename Heroes' from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to 'fear of the outside'. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

Ort, förlag, år, upplaga, sidor
Digital Games Research Association DiGRA, 2013
Nyckelord
gender aware, pervasive game, design for young women
Nationell ämneskategori
Samhällsvetenskap
Forskningsämne
människa-datorinteraktion
Identifikatorer
urn:nbn:se:su:diva-95136 (URN)
Konferens
The 6th Digital Games Research Association (DiGRA) Conference, DeFragging Game Studies, Atlanta, GA, August 26-29, 2013
Projekt
Playspaces
Tillgänglig från: 2013-10-22 Skapad: 2013-10-22 Senast uppdaterad: 2013-11-29Bibliografiskt granskad
3. Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
Öppna denna publikation i ny flik eller fönster >>Talking it Further: From Feelings and Memories to Civic Discussions In and About Places
2012 (Engelska)Ingår i: Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design, New York: Association for Computing Machinery (ACM), 2012, 189-198 s.Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

Civic engagement systems to date frequently focus on purely rational aspects of deliberation void of emotions. In order to empower youth in a largely immigrant and lower- income neighborhood, we designed a location-based storytelling and story experiencing system for web-enabled mobile phones. The system is based on a novel concept of pervasive play where stories emerge and develop on several dimensions – most notably for our design a geographical one. This system functions as a research instrument in this paper. Through a qualitative analysis of the comments made through the system, we find (1) memories, feelings, and attitudes to be prime means of expression for youth, (2) the expression of such personal emotions leading to civic discussions, and (3) such discussions expanding over geographic areas in the neighborhood. Consequently, we argue for an approach to locative civic engagement systems that takes a vantage point in youth’s emotions rather than a very rational and dry approach to deliberation.

Ort, förlag, år, upplaga, sidor
New York: Association for Computing Machinery (ACM), 2012
Nyckelord
civic engagement, youth, mobile phones, collaborative and locative storytelling, pervasive play, emotions
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik
Forskningsämne
människa-maskin-interaktion (MMI)
Identifikatorer
urn:nbn:se:su:diva-85442 (URN)10.1145/2399016.2399046 (DOI)978-1-4503-1482-4 (ISBN)
Konferens
NordiCHI 2012, October 14-17, 2012, Copenhagen, Denmark
Tillgänglig från: 2013-01-08 Skapad: 2013-01-08 Senast uppdaterad: 2016-02-04Bibliografiskt granskad

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