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The Challenges of Designing a Gender-Aware Pervasive Game
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.ORCID iD: 0000-0001-9324-1994
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2012 (English)Conference paper, Presentation (Other academic)
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.

Place, publisher, year, edition, pages
Keyword [en]
Gender-aware design, Game design, Pervasive Game
National Category
Information Systems
Research subject
Man-Machine-Interaction (MMI)
URN: urn:nbn:se:su:diva-85444OAI: diva2:583705
ACM SIGCHI Conference on Human Factors in Computing Systems, Workshop on Identity, Performativity, and HCI, May 5–10, 2012, Austin, Texas, USA
Available from: 2013-01-08 Created: 2013-01-08 Last updated: 2014-01-31Bibliographically approved
In thesis
1. Designing Activity and Creating Experience: On People’s Play in Public places
Open this publication in new window or tab >>Designing Activity and Creating Experience: On People’s Play in Public places
2013 (English)Licentiate thesis, comprehensive summary (Other academic)
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.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2013. 60 p.
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 13-011
game design, play, activity, experience, enjoyment, fun
National Category
Human Computer Interaction
Research subject
Human-machine interaction; Mobile Life
urn:nbn:se:su:diva-95143 (URN)
2013-11-20, Sal C, Stockholms universitet, Forum 100, Kista, 13:00
Mobile Life CentrePlayspaces
Available from: 2013-11-29 Created: 2013-10-22 Last updated: 2014-01-31Bibliographically approved

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