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

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

121 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationCHI 2006
Subtitle of host publicationConference on Human Factors in Computing Systems, Conference Proceedings SIGCHI
Pages427-436
Number of pages10
Publication statusPublished - 2006
Externally publishedYes
EventCHI 2006: Conference on Human Factors in Computing Systems - Montreal, QC, Canada
Duration: 22 Apr 200627 Apr 2006

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

ConferenceCHI 2006: Conference on Human Factors in Computing Systems
Country/TerritoryCanada
CityMontreal, QC
Period22/04/0627/04/06

Keywords

  • Ambiguity
  • Awareness
  • Frames
  • Mixed reality performances
  • Mobile games
  • Orchestration
  • Risk
  • Spectators

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