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"We are two strong women": Designing Empowerment in a Pervasive Game
Mobile Life @ Stockholm University.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (Human - Computer Interaction)ORCID iD: 0000-0003-1998-1964
2013 (English)In: Defragging game studies: Proceedings of DIGRA 2013, DIGRA , 2013Conference paper (Refereed)
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.

Place, publisher, year, edition, pages
DIGRA , 2013.
Keyword [en]
Game, Design, Gender, Pervasive game
National Category
Interaction Technologies
Research subject
Human-Computer Interaction
URN: urn:nbn:se:uu:diva-212715OAI: diva2:679095
The sixth international conference of the Digital Games Research Association (DIGRA); 26-29 August 2013; Atlanta, GA, USA
Available from: 2013-12-13 Created: 2013-12-13 Last updated: 2016-01-28Bibliographically approved
In thesis
1. Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
Open this publication in new window or tab >>Designing Public Play: Playful Engagement, Constructed Activity, and Player Experience
2016 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement.

The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science.

The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design.

The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths.

Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.

Place, publisher, year, edition, pages
Uppsala: Institutionen för informatik och media, 2016. 94 p.
Uppsala Studies in Human-Computer Interaction, 2
design, public, play, playful, playfulness, game, activity, experience, second order design, engage, engagement, fun, magic circle, brink games, pervasive games, place, space, co-creativity, empowerment, game jam, busking, street performance, playground
National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
urn:nbn:se:uu:diva-268060 (URN)978-91-506-2495-3 (ISBN)
Public defence
2016-02-05, Hörsal 2, Ekonomikum, Kyrkogårdsgatan 10 A, Uppsala, 13:15 (English)
Available from: 2016-01-13 Created: 2015-12-02 Last updated: 2016-01-28

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Back, JonWaern, Annika
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