Capturing the response of players to a location-based game

Lynne Baillie*, Lee Morton, David C. Moffat, Stephen Uzor

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

15 Citations (Scopus)

Abstract

Location-based games offer opportunities for us to learn more about peoples interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons normal activity. As a result, there is little distinction between gaming time and non-gaming time.

Original languageEnglish
Pages (from-to)13-24
Number of pages12
JournalPersonal and Ubiquitous Computing
Volume15
Issue number1
DOIs
Publication statusPublished - 2011

Keywords

  • Emotion
  • Games
  • Location-based games
  • Location-based interaction
  • Multimodality

ASJC Scopus subject areas

  • Hardware and Architecture
  • Computer Science Applications
  • Management Science and Operations Research

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