Capturing the response of players to a location-based game

Lynne Baillie, Lee Morton, David C. Moffatt, Stephen Uzor

    Research output: Contribution to journalArticle

    Abstract

    Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.

    Original languageEnglish
    Pages (from-to)13-24
    Number of pages12
    JournalPersonal and Ubiquitous Computing
    Volume15
    Issue number1
    DOIs
    Publication statusPublished - 1 Jun 2010

    Fingerprint

    Bluetooth
    Mobile phones
    Accelerometers
    Emotion
    Methodology
    Gaming
    Interaction
    Mobile phone
    Mental models

    Keywords

    • games
    • mobile devices
    • location

    Cite this

    Baillie, Lynne ; Morton, Lee ; Moffatt, David C. ; Uzor, Stephen. / Capturing the response of players to a location-based game. In: Personal and Ubiquitous Computing. 2010 ; Vol. 15, No. 1. pp. 13-24.
    @article{a1ee9cc9f7da48d8a527d862fa383425,
    title = "Capturing the response of players to a location-based game",
    abstract = "Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.",
    keywords = "games, mobile devices, location",
    author = "Lynne Baillie and Lee Morton and Moffatt, {David C.} and Stephen Uzor",
    note = "Originally published in: Journal of Personal and Ubiquitous Computing (2010), 15 (1), pp.13-24.",
    year = "2010",
    month = "6",
    day = "1",
    doi = "10.1007/s00779-010-0309-5",
    language = "English",
    volume = "15",
    pages = "13--24",
    journal = "Personal and Ubiquitous Computing",
    issn = "1617-4909",
    publisher = "Springer London",
    number = "1",

    }

    Capturing the response of players to a location-based game. / Baillie, Lynne; Morton, Lee; Moffatt, David C.; Uzor, Stephen.

    In: Personal and Ubiquitous Computing, Vol. 15, No. 1, 01.06.2010, p. 13-24.

    Research output: Contribution to journalArticle

    TY - JOUR

    T1 - Capturing the response of players to a location-based game

    AU - Baillie, Lynne

    AU - Morton, Lee

    AU - Moffatt, David C.

    AU - Uzor, Stephen

    N1 - Originally published in: Journal of Personal and Ubiquitous Computing (2010), 15 (1), pp.13-24.

    PY - 2010/6/1

    Y1 - 2010/6/1

    N2 - Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.

    AB - Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.

    KW - games

    KW - mobile devices

    KW - location

    UR - http://www.scopus.com/inward/record.url?eid=2-s2.0-79551488577&partnerID=8YFLogxK

    U2 - 10.1007/s00779-010-0309-5

    DO - 10.1007/s00779-010-0309-5

    M3 - Article

    VL - 15

    SP - 13

    EP - 24

    JO - Personal and Ubiquitous Computing

    JF - Personal and Ubiquitous Computing

    SN - 1617-4909

    IS - 1

    ER -