ABSTRACT
In this article we describe a week-long public field trial called Schminky. On the basis of findings from the trial we consider the design implications for spontaneous, networked, sound-based games. The venue for the trial was a cafe in a digital media center. The article reflects on the role of place and the notion of embedded histories.
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Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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