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Using deliberate ambiguity of the information economy in the design of a mobile location based games

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

Published

Standard

Using deliberate ambiguity of the information economy in the design of a mobile location based games. / Zhang, Lei; Coulton, Paul.
MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York: ACM, 2011. p. 33-36.

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

Harvard

Zhang, L & Coulton, P 2011, Using deliberate ambiguity of the information economy in the design of a mobile location based games. in MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, New York, pp. 33-36, MindTrek 2011, Tampere, Finland, 28/09/11. https://doi.org/10.1145/2181037.2181044

APA

Zhang, L., & Coulton, P. (2011). Using deliberate ambiguity of the information economy in the design of a mobile location based games. In MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 33-36). ACM. https://doi.org/10.1145/2181037.2181044

Vancouver

Zhang L, Coulton P. Using deliberate ambiguity of the information economy in the design of a mobile location based games. In MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York: ACM. 2011. p. 33-36 doi: 10.1145/2181037.2181044

Author

Zhang, Lei ; Coulton, Paul. / Using deliberate ambiguity of the information economy in the design of a mobile location based games. MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. New York : ACM, 2011. pp. 33-36

Bibtex

@inproceedings{6ce40282b0634ca7a9a1d8620ed8c796,
title = "Using deliberate ambiguity of the information economy in the design of a mobile location based games",
abstract = "This paper presents a research project to extend the concept of {\textquoteleft}Seamful Design{\textquoteright} within mobile location based games, which currently seeks to reveal the ambiguity of the system or infrastructure to a player, by introducing additional and deliberate ambiguity in how information is presented and revealed to players. This deliberate ambiguity radically changes the information economy of the games by presenting intentionally imperfect information to players to encourage obliquity of players{\textquoteright} actions within the game. These concepts are presented through the design, implementation, and real world testing of the collaborative multiplayer mobile location based game {\textquoteleft}They Howl{\textquoteright}. The design of the game incorporates seamful design by deliberately utilising the network latency and deliberate information ambiguity of player locations to encourage both emergent collaborative game play and obliquity in player actions within the game. The results of the user trials illustrate that more tactical game-play emerges with less reliance of the information displayed on the phone screen which is often a criticism of such games.",
keywords = "mobile, games, seamful design, location-based application, ambiguity",
author = "Lei Zhang and Paul Coulton",
year = "2011",
month = sep,
day = "28",
doi = "10.1145/2181037.2181044",
language = "English",
isbn = "978-1-4503-0816-8",
pages = "33--36",
booktitle = "MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments",
publisher = "ACM",
note = "MindTrek 2011 ; Conference date: 28-09-2011 Through 30-09-2011",

}

RIS

TY - GEN

T1 - Using deliberate ambiguity of the information economy in the design of a mobile location based games

AU - Zhang, Lei

AU - Coulton, Paul

PY - 2011/9/28

Y1 - 2011/9/28

N2 - This paper presents a research project to extend the concept of ‘Seamful Design’ within mobile location based games, which currently seeks to reveal the ambiguity of the system or infrastructure to a player, by introducing additional and deliberate ambiguity in how information is presented and revealed to players. This deliberate ambiguity radically changes the information economy of the games by presenting intentionally imperfect information to players to encourage obliquity of players’ actions within the game. These concepts are presented through the design, implementation, and real world testing of the collaborative multiplayer mobile location based game ‘They Howl’. The design of the game incorporates seamful design by deliberately utilising the network latency and deliberate information ambiguity of player locations to encourage both emergent collaborative game play and obliquity in player actions within the game. The results of the user trials illustrate that more tactical game-play emerges with less reliance of the information displayed on the phone screen which is often a criticism of such games.

AB - This paper presents a research project to extend the concept of ‘Seamful Design’ within mobile location based games, which currently seeks to reveal the ambiguity of the system or infrastructure to a player, by introducing additional and deliberate ambiguity in how information is presented and revealed to players. This deliberate ambiguity radically changes the information economy of the games by presenting intentionally imperfect information to players to encourage obliquity of players’ actions within the game. These concepts are presented through the design, implementation, and real world testing of the collaborative multiplayer mobile location based game ‘They Howl’. The design of the game incorporates seamful design by deliberately utilising the network latency and deliberate information ambiguity of player locations to encourage both emergent collaborative game play and obliquity in player actions within the game. The results of the user trials illustrate that more tactical game-play emerges with less reliance of the information displayed on the phone screen which is often a criticism of such games.

KW - mobile

KW - games

KW - seamful design

KW - location-based application

KW - ambiguity

U2 - 10.1145/2181037.2181044

DO - 10.1145/2181037.2181044

M3 - Conference contribution/Paper

SN - 978-1-4503-0816-8

SP - 33

EP - 36

BT - MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments

PB - ACM

CY - New York

T2 - MindTrek 2011

Y2 - 28 September 2011 through 30 September 2011

ER -