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Evaluating player experiences in location aware games

Published: 01 September 2008 Publication History

Abstract

This workshop will bring together practitioners, students and researchers with an interest in studying player experiences and evaluating playability and usability of location aware games ranging from mixed reality environments through to mobile phone based systems. It will specifically explore the applicability of current HCI practice, how to enhance or develop new techniques and lessons learned from existing studies in the form of methodologies and general design principals.

References

[1]
Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Tennent, P., Brown, B., Rowland, D., and Benford, S. 2006. Interweaving mobile games with everyday life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Canada, April 2006). CHI '06. ACM, New York.
[2]
Fischer, J., Lindt, I., and Stenros, J. Evaluation of Crossmedia Gaming Experiences in Epidemic Menace. 4th International Symposium on Pervasive Gaming Applications (PerGames 2007), June 11--12, Salzburg, Austria, 2007.
[3]
Dünser, A., Grasset, R., Seichter, H., Billinghurst, M In Proceedings of the 2nd International Workshop on Mixed Reality User Interfaces: Specification, Authoring, Adaptation (MRUI '07), March 11th, Charlotte, NC, USA, 2007.
[4]
McCall, R., Herbst, I., Braun, A., and Wetzel, R. The "Where" of Mixed Reality: Some Guidelines for Design. In the Proceedings of the Workshop on Urban Mixed Realities: Technologies, Theories and Frontiers (CHI 2008), Florence, Italy (to appear)

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Published In

cover image Guide Proceedings
BCS-HCI '08: Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2
September 2008
263 pages
ISBN:9781906124069
  • Conference Chair:
  • David England

Publisher

BCS Learning & Development Ltd.

Swindon, United Kingdom

Publication History

Published: 01 September 2008

Author Tags

  1. augmented reality (AR)
  2. mixed reality (MR)
  3. mobile gaming
  4. multimodal interfaces
  5. pervasive gaming
  6. quantitative and qualitative methods

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  • Research-article

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Overall Acceptance Rate 28 of 62 submissions, 45%

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