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Visby Treasure Haunt: An Evaluation of Impactful Design Patterns in a Pervasive Horror Game
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
2017 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Treasure hunts are one of the earliest forms of pervasive games, and there are documentationsof them since the mid 19th century. In this study, the work by Björk & Pietz on design patternsin pervasive games are used as a base for analysing the impact of design patterns in a horrorthemed treasure hunt, a so called Treasure haunt. Through focus group interviews andtheoretical thematic analysis, 16 different patterns were analysed.

The most prominent themes found were Player-player proximity which was expressedthrough the teams' interest in each other's activities and whereabouts, and Commonexperience which was evident in the interviews when the participants excitedly helped eachother retelling their experience of the Treasure haunt. It is also strongly suggested that theexecution of game design patterns affect how impactful players perceive the individualpatterns, and the methods used in this study could be useful to test out game prototypes bygame designers who want to create more impactful pervasive games. Still it could be useful toconsider Player-player proximity as a useful tool to create suspenseful pervasive games, andto consider the value of a shared experience between players.

Abstract [sv]

Skattjakter är en av de tidigaste formen av ubika spel, och det finns dokumentation på dessasedan mitten av 1800-talet. I denna studie använder vi Björk och Pietz arbete omspeldesignmönster som en bas för att analysera effekten av designmönster i en skattjakt medskräcktema, en så kallad spökrunda. Genom gruppintervjuer och teoretisk tematisk analysanalyserades 16 olika designmönster.

De mest utmärkande teman som upptäcktes var Player-player proximity (närhet mellanspelare) vilket uttrycktes genom de tävlande gruppernas intresse för varandras förehavandenoch ställning i rundan, samt Common experience (gemensam upplevelse) vilket visades underintervjuerna när deltagarna engagerat hjälpte varandra återberätta sin upplevelse avspökrundan. Vi föreslår även att utförandet av speldesignmönstren påverkar hur effektivaspelare upplevde de enskilda mönstren, och att metoden vi använt kan vara användbart förspeldesigners som vill skapa mer effektfulla ubika spel. Det kan dock fortfarande varaanvändbart att överväga Player-player proximity som ett effektfullt verktyg för att skapa merspännande ubika spel, samt att utvärdera värdet av att spelare har en gemensam upplevelse avrundan.

Place, publisher, year, edition, pages
2017. , p. 47
National Category
Design
Identifiers
URN: urn:nbn:se:uu:diva-333466OAI: oai:DiVA.org:uu-333466DiVA, id: diva2:1156667
Educational program
Game Design and Graphics
Supervisors
Examiners
Available from: 2017-12-07 Created: 2017-11-13 Last updated: 2017-12-07Bibliographically approved

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