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abstract

Time tremors: developing transmedia gaming for children

Published: 23 September 2014 Publication History

Abstract

Time Tremors is a transmedia experience for children aged 8-14 that crosses television, web, locative media, and mobile apps. Time Tremors is a collection game in which players search for objects from history supposedly scattered throughout time and space, hidden, invisible to the human eye but detectable and collectable using a variety of mobile and online broadband technologies. Extending the game into locative augmented reality and mobile play was an applied research challenge that required narrative continuity while ensuring safe play.

Supplementary Material

ZIP File (design5.docx.zip)
A word document is presented for the one page material for the design competition.

References

[1]
Davies, M.M. Children, Media, and Culture. Open University Press. Maidenhead, UK (2012)
[2]
Attewell J. Mobile communications technologies for young adult learning and skills development (m-learning). European Workshop on Mobile and Contextual Learning, (2002), 5--8;
[3]
Jacobs, Stephen, Geoffrey Long, Kathering Isbister, and Richard Rouse III. Occasionally reconcilable differences: bringing games and linear entertainment IP together, for better and for worse. ACM SIGGRAPH symposium on Videogames, (2006), 13--17.
[4]
Enrenli, K. The impact of gamification: A recommendation of scenarios for education. Interactive Collaborative Learning, (2012), 1--8.
[5]
Jacob, J.T.P.N., and Coelho, A.F. Issues in the development of location-based games. International Journal of Computer Games Technology. (2011).

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Published In

cover image ACM Conferences
MobileHCI '14: Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services
September 2014
664 pages
ISBN:9781450330046
DOI:10.1145/2628363
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 September 2014

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Author Tags

  1. augmented reality
  2. children's entertainment
  3. coppa
  4. cross-platform
  5. engagement
  6. locative
  7. transmedia
  8. wearable

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MobileHCI '14
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MobileHCI '14 Paper Acceptance Rate 35 of 124 submissions, 28%;
Overall Acceptance Rate 202 of 906 submissions, 22%

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