Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/2836041.2836047acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmumConference Proceedingsconference-collections
research-article

Street art gangs: location based hybrid reality game

Published: 30 November 2015 Publication History

Abstract

We present a location based mixed reality game called Street Art Gangs that we have developed to explore the playful appropriation of the hybrid reality comprising of a city center and its detailed virtual replica represented as a 3D virtual model. In the real streets SAG is played with a mobile phone app that allows tagging predefined locations around the city to claim their ownership and busting nearby players of competing gangs. The virtual game world is viewed with a PC app that allows observing the current owners of taggable locations, the locations of other players, and the locations of patrolling virtual policemen busting players. We have developed two incremental versions of SAG that have been evaluated with tournaments in the wild. We conceptualize the findings of the tournaments with de Souza e Silva's theoretical framework for hybrid reality games. Our findings suggest that players preferred to play the game on real city streets while the added value of the virtual game world remained marginal. The size of the game both in terms of area and the number of taggable locations turned out to have a major impact on gameplay.

References

[1]
Steve Benford, Andy Crabtree, Martin Flintham, et al. 2006. Can you see me now? ACM Trans. Comput.-Hum. Interact. 13, 1: 100--133.
[2]
Steve Benford, Carsten Magerkurth, and Peter Ljungstrand. 2005. Bridging the physical and digital in pervasive gaming. Commun. ACM 48, 3: 54--57.
[3]
Steve Benford, Will Seager, Martin Flintham, et al. 2004. The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game. In UbiComp 2004: Ubiquitous Computing, Nigel Davies, Elizabeth D. Mynatt and Itiro Siio (eds.). Springer Berlin Heidelberg, 70-87. Retrieved from http://dx.doi.org/10.1007/978-3-540-30119-6_5
[4]
Elizabeth Behm-Morawitz. 2013. Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being. Including Special Section Youth, Internet, and Wellbeing 29, 1: 119--128. httpp://doi.org/10.1016/j.chb.2012.07.023
[5]
Bruce Bimber, Andrew J. Flanagin, and Cynthia Stohl. 2005. Reconceptualizing collective action in the contemporary media environment. Communication Theory 15, 4: 365--388.
[6]
Shira Chess. 2014. Augmented regionalism: Ingress as geomediated gaming narrative. Information, Communication & Society 17, 9: 1105--1117. httpp://doi.org/10.1080/1369118X.2014.881903
[7]
Adriana de Souza e Silva and Daniel M. Sutko. 2008. Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary. Critical Studies in Media Communication 25, 5: 447--465. httpp://doi.org/10.1080/15295030802468081
[8]
Adriana de Souza e Silva. 2009. Hybrid Reality and Location-Based Gaming: Redefining Mobility and Game Spaces in Urban Environments. Simulation & Gaming 40, 3: 404--424. httpp://doi.org/10.1177/1046878108314643
[9]
Thiago Falcão, Luiz Andrade, Emmanoel Ferreira, and Paolo Bruni. 2010. Locative Media and Playful Appropriations or How Electronic Games Help to Redefine the Meaning of Space. In ICTs for Mobile and Ubiquitous Urban Infrastructures: Surveillance, Locative Media and Global Networks (1st ed.). IGI Global, Hershey, New York, 186--204.
[10]
Jason Farman. 2011. Mapping and Representations of Space. In Mobile Interface Theory: Embodied Space and Locative Media (1st ed.). Routledge, 35--55.
[11]
Eugen Fink. 1974. The ontology of play. Philosophy Today 18, 2: 147--161.
[12]
Meshmoon Rocket client. Adminotech Oy. Retrieved March 24, 2014 from http://www.meshmoon.com/Download.aspx
[13]
Martin Flintham, Steve Benford, Jan Humble, Nick Tandavanitj, Matt Adams, and Ju Row-Farr. 2001. I Like Frank: a mixed reality game for 3G phones. http://www.blasttheory.co.uk/wpcontent/uploads/2013/02/research_ilf_a_mixed_reality_game_for_3g_phones.pdf. Accessed: 2015-08-13.
[14]
Hong Guo, Trætteberg, H., Wang, A. I. and Meng Zhu 2010. TeMPS: A Conceptual Framework for Pervasive and Social Games. Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2010 Third IEEE International Conference on. (Apr. 2010), 31--37.
[15]
Larissa Hjorth. 2011. Mobile@ game cultures: The place of urban mobile gaming. Convergence: The International Journal of Research into New Media Technologies 17, 4: 357--371.
[16]
Margaret Horne, Emine Mine Thompson, and James Charlton. 2014. Towards a multifunctional virtual city model. In Technologies for Urban and Spatial Planning: Virtual Cities and Territories: Virtual Cities and Territories. IGI Global, 154--172.
[17]
Zaheer Hussain and Griffiths Mark D. 2009. The Attitudes, Feelings, and Experiences of Online Gamers: A Qualitative Analysis. CyberPsychology & Behavior 12, 6: 747--753. httpp://doi.org/10.1089/cpb.2009.0059
[18]
Ingress: https://www.ingress.com/. Accessed: 2015-08-13.
[19]
Vlasios Kasapakis and Damianos Gavalas. 2015. Pervasive gaming: Status, trends and design principles. Journal of Network and Computer Applications 55, 213--236. httpp://doi.org/10.1016/j.jnca.2015.05.009
[20]
Maja Klausen. 2014. Re-enchanting the city: Hybrid space, affect and playful performance in geocaching, a location-based mobile game. Journal of Urban and Cultural Studies 1, 2: 193--213. httpp://doi.org/10.1386/jucs.1.2.193_1
[21]
Heinz K. Klein and Michael D. Myers. 1999. A set of principles for conducting and evaluating interpretive field studies in information systems. MIS quarterly: 67--93.
[22]
Turo-Kimmo Lehtonen and Pasi Mäenpää. 1997. Shopping in the east centre mall. In The shopping experience. SAGE, 136--165.
[23]
Christian Licoppe and Yoriko Inada. 2006. Emergent Uses of a Multiplayer Location-aware Mobile Game: the Interactional Consequences of Mediated Encounters. Mobilities 1, 1: 39--61. httpp://doi.org/10.1080/17450100500489221
[24]
Meshmoon | Create 3D space: http://www.meshmoon.com/. Accessed: 2015-07-29.
[25]
Markus Montola. 2011. A ludological view on the pervasive mixed-reality game research paradigm. Personal Ubiquitous Comput. 15, 1: 3--12.
[26]
Michael D. Myers and Heinz K. Klein. 2011. A Set of Principles for Conducting Critical Research in Information Systems. Mis Quarterly 35, 1: 17--36.
[27]
Howard Rheingold. 2002. Smart Mobs: The Next Social Revolution. Perseus Publishing.
[28]
Johnny Saldaña. 2012. The coding manual for qualitative researchers. Sage.
[29]
Mimi Sheller and John Urry. 2006. The New Mobilities Paradigm. Environment and Planning 38, 2: 207--226. httpp://doi.org/10.1068/a37268
[30]
Tale Sundlisæter, Tyler Reid, Christopher Daniel Johnson, and Stephanie Wan. 2012. GNSS and SBAS System of Systems: Considerations for Applications in the Arctic. the Space Generation Advisory Council. In International Astronautical Congress, 11.
[31]
Johanna Ylipulli, Anna Luusua, Hannu Kukka, and Timo Ojala. 2014. Winter is coming: introducing climate sensitive urban computing. Proceedings of the 2014 conference on Designing interactive systems, ACM, 647--656.

Cited By

View all
  • (2024)Toward next generation mixed reality games: a research through design approachVirtual Reality10.1007/s10055-024-01041-928:3Online publication date: 27-Jul-2024
  • (2023)Design Principles for Content Creation in Location-Based GamesACM Transactions on Multimedia Computing, Communications, and Applications10.1145/358368919:5s(1-30)Online publication date: 7-Jun-2023
  • (2021)The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature ReviewExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451830(1-7)Online publication date: 8-May-2021
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
MUM '15: Proceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia
November 2015
442 pages
ISBN:9781450336055
DOI:10.1145/2836041
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

  • FH OOE: University of Applied Sciences Upper Austria
  • Johannes Kepler Univ Linz: Johannes Kepler Universität Linz

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 November 2015

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. hybrid reality games
  2. hybrid space
  3. location based games
  4. pervasive gaming
  5. virtual worlds

Qualifiers

  • Research-article

Conference

MUM '15
Sponsor:
  • FH OOE
  • Johannes Kepler Univ Linz

Acceptance Rates

MUM '15 Paper Acceptance Rate 33 of 89 submissions, 37%;
Overall Acceptance Rate 190 of 465 submissions, 41%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)29
  • Downloads (Last 6 weeks)1
Reflects downloads up to 30 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Toward next generation mixed reality games: a research through design approachVirtual Reality10.1007/s10055-024-01041-928:3Online publication date: 27-Jul-2024
  • (2023)Design Principles for Content Creation in Location-Based GamesACM Transactions on Multimedia Computing, Communications, and Applications10.1145/358368919:5s(1-30)Online publication date: 7-Jun-2023
  • (2021)The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature ReviewExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451830(1-7)Online publication date: 8-May-2021
  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019
  • (2018)Ludic Markers for Player-Player Observation in Location-Based Mobile GamesSimulation and Gaming10.1177/104687811879605649:6(700-717)Online publication date: 1-Dec-2018
  • (2018)The impact on player experience in augmented reality outdoor games of different noise modelsEntertainment Computing10.1016/j.entcom.2018.04.00627(137-149)Online publication date: Aug-2018
  • (2018)Embedding virtual environments into the physical world: memorability and co-presence in the context of pervasive location-based gamesMultimedia Tools and Applications10.1007/s11042-018-7077-z79:5-6(3285-3309)Online publication date: 27-Dec-2018
  • (2017)Anarchy or Order on the StreetsProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116614(101-113)Online publication date: 15-Oct-2017
  • (2017)City knights: Spatial realism and memorability of virtual game scenes in pervasive gameplay2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)10.1109/VS-GAMES.2017.8055813(71-78)Online publication date: Sep-2017
  • (2016)Blurring boundaries between everyday life and pervasive gamingProceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia10.1145/3012709.3012716(217-228)Online publication date: 12-Dec-2016
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media