ACM Home Page
Please provide us with feedback. Feedback
Digital Library logoTake a look at the new version of this page: [ beta version ]. Tell us what you think.
Professor Tanda: greener gaming & pervasive play
Full text PdfPdf (802 KB)
Source Designing For User Experiences archive
Proceedings of the 2007 conference on Designing for User eXperiences table of contents
Chicago, Illinois
SESSION: Design for good table of contents
Article No.: 26  
Year of Publication: 2007
ISBN:978-1-60558-308-2
Authors
Alan Chamberlain  University of Nottingham, Jubilee Campus, Nottingham, UK
Steve Benford  University of Nottingham, Jubilee Campus, Nottingham, UK
Chris Greenhalgh  University of Nottingham, Jubilee Campus, Nottingham, UK
Alastair Hampshire  University of Nottingham, Jubilee Campus, Nottingham, UK
Nick Tandavanitj  Blast Theory, Portslade, Brighton, UK
Matt Adams  Blast Theory, Portslade, Brighton, UK
Amanda Oldroyd  BT Reseaerch, Adastral Park, Ipswich, UK
Jon Sutton  BT Reseaerch, Adastral Park, Ipswich, UK
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 74,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1389908.1389942
What is a DOI?

ABSTRACT

This study examines the development of a mobile phone-based pervasive game that related its user's environmental footprint. It discusses the design challenges, development and evaluation of the prototype game in order to identify the key strategies and mechanisms that relate to the production of pervasive systems for mass participation. Designing the user experience for such systems is particularly difficult, as the game had to educate and entertain without patronizing or preaching to the user. A prototype system was developed and trialed in order to identify and understand how users related to the experience and how the game may be further developed. We found that character-led tailored physical activities were generally found to be the most enjoyable, while players wanted more interaction with each other and more score-based content. Creating interdependent question sets and orchestrating the game arduous process. In the future a fully automated system will be key to its use.


REFERENCES

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.

 
1
Participate Online - http://193.113.58.250/
 
2
Chamberlain, A. Benford, S. Tandavanitj, N and Oldroyd, A., "Professor Tanda: Persuasive Pervasive Play" IEEE Distributed Systems, July 2007., ISSN: 1541--4922. IEEE Computer Society.
 
3
Day of the Figurines - http://www.dayofthefigurines.co.uk/
 
4
 
5
Benford, S., Drozd, A,. Wright, M., Tandavanitj, N., and Chamberlain, A. "Hitchers: Designing for Cellular Positioning", UbiComp 2006: The Eighth International Conference on Ubiquitous Computing, Orange County (CA), USA, Sept. 17--21.
 
6
Lin, J. J., Mamykina, L., Lindtner, S., Delajoux, G. and Strub H. B. (2006) Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game, : UbiComp 2006: Ubiquitous Computing (2006), pp. 261--278.
 
7
S. M. Eisenstein, Towards a Theory of Montage, British Film Institute, 1994.
 
8
Chapman, G. Cleese, J. Gilliam, T and Idle, E., "Monty Python's, And Now for Something Completely Different" (DVD 2003) Columbia Pictures.
 
9
Greenhalgh, C. (2002): EQUIP: a Software Platform for Distributed Interactive Systems. Equator Technical Report 02--002. Nottingham, University of Nottingham.


Collaborative Colleagues:
Alan Chamberlain: colleagues
Steve Benford: colleagues
Chris Greenhalgh: colleagues
Alastair Hampshire: colleagues
Nick Tandavanitj: colleagues
Matt Adams: colleagues
Amanda Oldroyd: colleagues
Jon Sutton: colleagues