TY - GEN
T1 - Player perception of context information utilization in pervasive mobile games
AU - Paavilainen, Janne
AU - Korhonen, Hannu
AU - Saarenpää, Hannamari
AU - Holopainen, Jussi
N1 - Publication details (e.g. title, author(s), publication statuses and dates) are captured on an “AS IS” and “AS AVAILABLE” basis at the time of record harvesting from the data source. Suggestions for further amendments or supplementary information can be sent to [email protected].
PY - 2009
Y1 - 2009
N2 - Pervasive games combine real world and virtual game elements in game design. A player might need to find WiFi hot spots, move to different locations based on mobile network cell IDs, or to do certain tasks at different times of the day. These are just few examples how the real world elements can be utilized in game design. The possibilities for using this kind of context information seem versatile, but there is very little knowledge about how players perceive these features. In this paper, we describe a user study where we investigated utilization of multiple context information types in a pervasive mobile game. The results indicate that context information creates a new challenge layer to the game as the players also need to consider issues outside the game world. In addition, the players found context utilization interesting, but it should be carefully explained for what purposes context elements are used in the game design. If the players do not understand the connection between the context and the game design, the feature is not attractive. In our study, time of the day was perceived as the most interesting context information in the game because the utilization was straightforward and easily understood by the players. © 2009 Authors & Digital Games Research Association (DiGRA).
AB - Pervasive games combine real world and virtual game elements in game design. A player might need to find WiFi hot spots, move to different locations based on mobile network cell IDs, or to do certain tasks at different times of the day. These are just few examples how the real world elements can be utilized in game design. The possibilities for using this kind of context information seem versatile, but there is very little knowledge about how players perceive these features. In this paper, we describe a user study where we investigated utilization of multiple context information types in a pervasive mobile game. The results indicate that context information creates a new challenge layer to the game as the players also need to consider issues outside the game world. In addition, the players found context utilization interesting, but it should be carefully explained for what purposes context elements are used in the game design. If the players do not understand the connection between the context and the game design, the feature is not attractive. In our study, time of the day was perceived as the most interesting context information in the game because the utilization was straightforward and easily understood by the players. © 2009 Authors & Digital Games Research Association (DiGRA).
KW - Context Information
KW - Mobile Game
KW - Pervasive Game
UR - https://www.scopus.com/pages/publications/84873369074
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-84873369074&origin=recordpage
M3 - RGC 32 - Refereed conference paper (with host publication)
T3 - Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009
BT - Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009
T2 - 4th Digital Games Research Association International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009
Y2 - 1 September 2009 through 4 September 2009
ER -