Standard
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences. / Benford, Steve; Crabtree, Andy; Reeves, Stuart et al.
Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems. ed. / Rebecca Grinter; Thomas Rodden; Paul Aoki; Ed Cutrell; Robin Jeffries; Gary Olson. New York: ACM, 2006. p. 427-436.
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Harvard
Benford, S, Crabtree, A, Reeves, S, Sheridan, J
, Dix, A, Flintham, M & Drozd, A 2006,
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences. in R Grinter, T Rodden, P Aoki, E Cutrell, R Jeffries & G Olson (eds),
Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems. ACM, New York, pp. 427-436.
https://doi.org/10.1145/1124772.1124836
APA
Benford, S., Crabtree, A., Reeves, S., Sheridan, J.
, Dix, A., Flintham, M., & Drozd, A. (2006).
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences. In R. Grinter, T. Rodden, P. Aoki, E. Cutrell, R. Jeffries, & G. Olson (Eds.),
Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 427-436). ACM.
https://doi.org/10.1145/1124772.1124836
Vancouver
Benford S, Crabtree A, Reeves S, Sheridan J
, Dix A, Flintham M et al.
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences. In Grinter R, Rodden T, Aoki P, Cutrell E, Jeffries R, Olson G, editors, Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems. New York: ACM. 2006. p. 427-436 doi: 10.1145/1124772.1124836
Author
Bibtex
@inproceedings{c019325fb945496386742f4bfbb712ba,
title = "The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences",
abstract = "Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.",
author = "Steve Benford and Andy Crabtree and Stuart Reeves and Jennifer Sheridan and Alan Dix and Martin Flintham and Adam Drozd",
year = "2006",
doi = "10.1145/1124772.1124836",
language = "English",
isbn = "1-59593-372-7",
pages = "427--436",
editor = "Rebecca Grinter and Rodden, {Thomas } and Paul Aoki and Cutrell, {Ed } and Robin Jeffries and Olson, {Gary }",
booktitle = "Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems",
publisher = "ACM",
}
RIS
TY - GEN
T1 - The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
AU - Benford, Steve
AU - Crabtree, Andy
AU - Reeves, Stuart
AU - Sheridan, Jennifer
AU - Dix, Alan
AU - Flintham, Martin
AU - Drozd, Adam
PY - 2006
Y1 - 2006
N2 - Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.
AB - Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.
U2 - 10.1145/1124772.1124836
DO - 10.1145/1124772.1124836
M3 - Conference contribution/Paper
SN - 1-59593-372-7
SP - 427
EP - 436
BT - Proceeding CHI '06 Proceedings of the SIGCHI conference on Human Factors in computing systems
A2 - Grinter, Rebecca
A2 - Rodden, Thomas
A2 - Aoki, Paul
A2 - Cutrell, Ed
A2 - Jeffries, Robin
A2 - Olson, Gary
PB - ACM
CY - New York
ER -