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Designing for the dichotomy of immersion in location based games

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Published

Standard

Designing for the dichotomy of immersion in location based games. / Gradinar, Adrian; Huck, Jonny; Coulton, Paul; Lochrie, Mark; Tsekleves, Emmanuel.

2015. Paper presented at Foundations of Digital Games 2015, Pacific Grove, United States.

Research output: Contribution to conference - Without ISBN/ISSN Conference paper

Harvard

Gradinar, A, Huck, J, Coulton, P, Lochrie, M & Tsekleves, E 2015, 'Designing for the dichotomy of immersion in location based games', Paper presented at Foundations of Digital Games 2015, Pacific Grove, United States, 22/06/15 - 25/06/15.

APA

Gradinar, A., Huck, J., Coulton, P., Lochrie, M., & Tsekleves, E. (2015). Designing for the dichotomy of immersion in location based games. Paper presented at Foundations of Digital Games 2015, Pacific Grove, United States.

Vancouver

Gradinar A, Huck J, Coulton P, Lochrie M, Tsekleves E. Designing for the dichotomy of immersion in location based games. 2015. Paper presented at Foundations of Digital Games 2015, Pacific Grove, United States.

Author

Gradinar, Adrian ; Huck, Jonny ; Coulton, Paul ; Lochrie, Mark ; Tsekleves, Emmanuel. / Designing for the dichotomy of immersion in location based games. Paper presented at Foundations of Digital Games 2015, Pacific Grove, United States.8 p.

Bibtex

@conference{e3a239cdc21142099ec02e7e75e2f960,
title = "Designing for the dichotomy of immersion in location based games",
abstract = "The interaction design of mixed reality location based games typically focuses upon the digital content of the mobile screen, as this is characteristically the primary navigational tool players use to traverse the game space. This emphasis on the digital over the physical means the opportunity for player immersion in mixed reality games is often limited to the single (digital) dimension. This research seeks to redress this imbalance, which is caused, in part, by the requirement for the player{\textquoteright}s attention to be systematically switched between the two worlds, defined in this research as the {\textquoteleft}Dichotomy of Immersion{\textquoteright}. Using different design strategies we propose minimising the reliance of the player upon the mobile screen by encouraging greater observation of their physical surroundings. Using a {\textquoteleft}research through design{\textquoteright} approach for the mixed reality game PAC-LAN: Zombie Apocalypse, we illustrate design strategies for increasing immersion in location based games, which we believe will aid designers in enabling players to more readily engage with the physical context of the game and thus facilitate richer game experiences.",
keywords = "Location-based games, digital cartography, dichotomy of immersion, minimal-attention interfaces,, immersion, legibility of space, physical immersion, digital immersion, mobile games",
author = "Adrian Gradinar and Jonny Huck and Paul Coulton and Mark Lochrie and Emmanuel Tsekleves",
year = "2015",
month = jun
day = "23",
language = "English",
note = "Foundations of Digital Games 2015 ; Conference date: 22-06-2015 Through 25-06-2015",

}

RIS

TY - CONF

T1 - Designing for the dichotomy of immersion in location based games

AU - Gradinar, Adrian

AU - Huck, Jonny

AU - Coulton, Paul

AU - Lochrie, Mark

AU - Tsekleves, Emmanuel

PY - 2015/6/23

Y1 - 2015/6/23

N2 - The interaction design of mixed reality location based games typically focuses upon the digital content of the mobile screen, as this is characteristically the primary navigational tool players use to traverse the game space. This emphasis on the digital over the physical means the opportunity for player immersion in mixed reality games is often limited to the single (digital) dimension. This research seeks to redress this imbalance, which is caused, in part, by the requirement for the player’s attention to be systematically switched between the two worlds, defined in this research as the ‘Dichotomy of Immersion’. Using different design strategies we propose minimising the reliance of the player upon the mobile screen by encouraging greater observation of their physical surroundings. Using a ‘research through design’ approach for the mixed reality game PAC-LAN: Zombie Apocalypse, we illustrate design strategies for increasing immersion in location based games, which we believe will aid designers in enabling players to more readily engage with the physical context of the game and thus facilitate richer game experiences.

AB - The interaction design of mixed reality location based games typically focuses upon the digital content of the mobile screen, as this is characteristically the primary navigational tool players use to traverse the game space. This emphasis on the digital over the physical means the opportunity for player immersion in mixed reality games is often limited to the single (digital) dimension. This research seeks to redress this imbalance, which is caused, in part, by the requirement for the player’s attention to be systematically switched between the two worlds, defined in this research as the ‘Dichotomy of Immersion’. Using different design strategies we propose minimising the reliance of the player upon the mobile screen by encouraging greater observation of their physical surroundings. Using a ‘research through design’ approach for the mixed reality game PAC-LAN: Zombie Apocalypse, we illustrate design strategies for increasing immersion in location based games, which we believe will aid designers in enabling players to more readily engage with the physical context of the game and thus facilitate richer game experiences.

KW - Location-based games

KW - digital cartography

KW - dichotomy of immersion

KW - minimal-attention interfaces,

KW - immersion

KW - legibility of space

KW - physical immersion

KW - digital immersion

KW - mobile games

M3 - Conference paper

T2 - Foundations of Digital Games 2015

Y2 - 22 June 2015 through 25 June 2015

ER -