Neidio i’r brif dudalen lywio Neidio i chwilio Neidio i’r prif gynnwys

The frame of the game: Blurring the boundary between fiction and reality in mobile experiences

  • Steve Benford*
  • , Andy Crabtree
  • , Stuart Reeves
  • , Martin Flintham
  • , Adam Drozd
  • , Jennifer Sheridan
  • , Alan Dix
  • *Awdur cyfatebol y gwaith hwn

Allbwn ymchwil: Pennod mewn Llyfr/Adroddiad/Trafodion CynhadleddCyfraniad mewn cynhadleddadolygiad gan gymheiriaid

127 Dyfyniadau (Scopus)

Crynodeb

Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.

Iaith wreiddiolSaesneg
TeitlCHI 2006
Is-deitlConference on Human Factors in Computing Systems, Conference Proceedings SIGCHI
Tudalennau427-436
Nifer y tudalennau10
StatwsCyhoeddwyd - 2006
Cyhoeddwyd yn allanolIe
DigwyddiadCHI 2006: Conference on Human Factors in Computing Systems - Montreal, QC, Canada
Hyd: 22 Ebr 200627 Ebr 2006

Cyfres gyhoeddiadau

EnwConference on Human Factors in Computing Systems - Proceedings

Cynhadledd

CynhadleddCHI 2006: Conference on Human Factors in Computing Systems
Gwlad/TiriogaethCanada
DinasMontreal, QC
Cyfnod22/04/0627/04/06

Dyfynnu hyn