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Harnessing player creativity to broaden the appeal of location based games.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

Standard

Harnessing player creativity to broaden the appeal of location based games. / Coulton, Paul; Lund, Kate; Wilson, Andrew.
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference. Swindon: British Computer Society, 2010. p. 143-150.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Coulton, P, Lund, K & Wilson, A 2010, Harnessing player creativity to broaden the appeal of location based games. in BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference. British Computer Society, Swindon, pp. 143-150, HCI 2010 : Play is a Serious Business, Dundee, Scotland, 8/09/10. <http://dl.acm.org/citation.cfm?id=2146303.2146325>

APA

Coulton, P., Lund, K., & Wilson, A. (2010). Harnessing player creativity to broaden the appeal of location based games. In BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference (pp. 143-150). British Computer Society. http://dl.acm.org/citation.cfm?id=2146303.2146325

Vancouver

Coulton P, Lund K, Wilson A. Harnessing player creativity to broaden the appeal of location based games. In BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference. Swindon: British Computer Society. 2010. p. 143-150

Author

Coulton, Paul ; Lund, Kate ; Wilson, Andrew. / Harnessing player creativity to broaden the appeal of location based games. BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference. Swindon : British Computer Society, 2010. pp. 143-150

Bibtex

@inproceedings{809eb846140a46b8b629d649cbad51fb,
title = "Harnessing player creativity to broaden the appeal of location based games.",
abstract = "Despite being the subject of considerable research effort location based games in general have failed to attain the popularity and longevity of similar activities such as geo-caching or orienteering. This leads us to the question are the games designed thus far taking too much inspiration in their design from console and pc games leading to games that are too inflexible and failing to support the types of player behaviour that have emerged in geocaching? Using a design inspired by the player engagement evident in geocaching we present the empirical study of the design and user experience from creating the Mobile Augmented Reality (MAR) game Free All Monsters. The results highlight that enabling user creativity and accommodating the varied motivations for playing such games can successfully be incorporated into the design and operation of location based game design and in particular provide a fun outdoor family activity.",
author = "Paul Coulton and Kate Lund and Andrew Wilson",
year = "2010",
month = sep,
language = "English",
isbn = "978-1-78017-130-2",
pages = "143--150",
booktitle = "BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference",
publisher = "British Computer Society",
note = "HCI 2010 : Play is a Serious Business ; Conference date: 08-09-2010 Through 10-09-2010",

}

RIS

TY - GEN

T1 - Harnessing player creativity to broaden the appeal of location based games.

AU - Coulton, Paul

AU - Lund, Kate

AU - Wilson, Andrew

PY - 2010/9

Y1 - 2010/9

N2 - Despite being the subject of considerable research effort location based games in general have failed to attain the popularity and longevity of similar activities such as geo-caching or orienteering. This leads us to the question are the games designed thus far taking too much inspiration in their design from console and pc games leading to games that are too inflexible and failing to support the types of player behaviour that have emerged in geocaching? Using a design inspired by the player engagement evident in geocaching we present the empirical study of the design and user experience from creating the Mobile Augmented Reality (MAR) game Free All Monsters. The results highlight that enabling user creativity and accommodating the varied motivations for playing such games can successfully be incorporated into the design and operation of location based game design and in particular provide a fun outdoor family activity.

AB - Despite being the subject of considerable research effort location based games in general have failed to attain the popularity and longevity of similar activities such as geo-caching or orienteering. This leads us to the question are the games designed thus far taking too much inspiration in their design from console and pc games leading to games that are too inflexible and failing to support the types of player behaviour that have emerged in geocaching? Using a design inspired by the player engagement evident in geocaching we present the empirical study of the design and user experience from creating the Mobile Augmented Reality (MAR) game Free All Monsters. The results highlight that enabling user creativity and accommodating the varied motivations for playing such games can successfully be incorporated into the design and operation of location based game design and in particular provide a fun outdoor family activity.

M3 - Conference contribution/Paper

SN - 978-1-78017-130-2

SP - 143

EP - 150

BT - BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference

PB - British Computer Society

CY - Swindon

T2 - HCI 2010 : Play is a Serious Business

Y2 - 8 September 2010 through 10 September 2010

ER -