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The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences

Published: 22 April 2006 Publication History

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.

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  1. The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences

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    cover image ACM Conferences
    CHI '06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2006
    1353 pages
    ISBN:1595933727
    DOI:10.1145/1124772
    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 ACM 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]

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    Published: 22 April 2006

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    Author Tags

    1. ambiguity
    2. awareness
    3. frames
    4. mixed reality performances
    5. mobile games
    6. orchestration
    7. risk
    8. spectators

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    April 22 - 27, 2006
    Québec, Montréal, Canada

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    • (2024)Pokémon GO as an Advertising Platform: The Case for Locative Advertising in Location-based GamesGames: Research and Practice10.1145/36415092:1(1-25)Online publication date: 18-Mar-2024
    • (2024)Games and Play SIG: Connecting Games Research to the Broader HCI ContextExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3643986(1-6)Online publication date: 11-May-2024
    • (2024)Encountering Autonomous Robots on Public StreetsProceedings of the 2024 ACM/IEEE International Conference on Human-Robot Interaction10.1145/3610977.3634936(561-571)Online publication date: 11-Mar-2024
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    • (2023)The Impacts of Covid-19 on Players of Pokémon GOACM Transactions on Computer-Human Interaction10.1145/356989630:4(1-31)Online publication date: 11-Sep-2023
    • (2023)Ludification as a Lens for Algorithmic Management: A Case Study of Gig-Workers’ Experiences of Ambiguity in Instacart WorkProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596004(638-651)Online publication date: 10-Jul-2023
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