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‘Knock Once for Yes’ – Knocking as Feedback in the Location-Based Game Passing On
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media, Human-Computer Interaction.ORCID iD: 0000-0001-9324-1994
2014 (English)In: Proceedings of the 9th International Conference on the Foundations of Digital Games: Society for the Advancement of the Science of Digital Games, 2014Conference paper (Refereed)
Abstract [en]

In this paper the design, implementation and testing of the Location-Based game Passing On is explored. It is a multi-player game for mobile phones, with a focus on asymmetric and limited communication. While one player can communicate by talking, the other can answer only by knocking. This limited and asymmetric communication became one of the central gameplay resources in the game, shaping much of the experience for the players.

Using observations and interviews, the knocking and the experience it created is analyzed and discussed. It is shown how this made the game emphasize social interaction, moving the focus from the phone to the environment, and how the knocking helped create a sense of presence for the player feeling them.

Place, publisher, year, edition, pages
Keyword [en]
Location-based, asymmetric gameplay, negotiating language, physical feedback, player behavior
National Category
Human Computer Interaction
Research subject
Computer Science with specialization in Human-Computer Interaction
URN: urn:nbn:se:uu:diva-239070ISBN: 978-0-9913982-2-5OAI: diva2:773186
9th International Conference on the Foundations of Digital Games (FDG), 2014, April 3-7, 2014, Ft. Lauderdale, FL
Available from: 2014-12-18 Created: 2014-12-18 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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