This paper presents the mobile multiplayer gaming application Familiars. Familiars leverages social networking and locative technologies to create a reactive social experience for the game’s participants over extended periods of time. The game is based around the concept of each player owning a Familiar –a virtual sprite or creature somewhat similar in concept to Pullman’s dæmons- which has a visual appearance and a location in the real world. A player’s interactions with their own, and other players’, Familiars is used to directly inform the state of the game and status of the player – inviting them to become more aware of the impact of their social activity, and to discover novel strategies for becoming more socially effective in computer...
This paper presents the motivation, design and evaluation of CountMeIn, a mobile collaborative perva...
The online games market has matured in recent years. It is now a multi-billion dollar business with ...
Nowadays, a high percentage of the population owns a personal device to connect with anyone at any t...
This paper presents the mobile multiplayer gaming application Familiars. Familiars leverages social ...
The PASION (Psychologically Augmented Social Interaction Over Networks) project is designed to resea...
This paper provides insights on promoting social interaction between the players in a multiplayer ga...
In this paper we explore how mobile devices and co-location in mobile contexts contribute social pla...
In this paper, we describe the design and development of a social game called Familiars. Inspired by...
We introduce a location–based game called Feeding Yoshi that provides an example of seamful design, ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
In this paper we introduce prerequisites for the empowerment of social interaction when using a mult...
This paper explores the social aspects of a new kind of mobile games where players interact with eac...
“Mobility Gaming” entails research done on how the social interaction within MMOG / MMORPG can be br...
Technology never fails to surprise us with the ceaseless features of facilitating lives that it brin...
This paper presents the motivation, design and evaluation of CountMeIn, a mobile collaborative perva...
The online games market has matured in recent years. It is now a multi-billion dollar business with ...
Nowadays, a high percentage of the population owns a personal device to connect with anyone at any t...
This paper presents the mobile multiplayer gaming application Familiars. Familiars leverages social ...
The PASION (Psychologically Augmented Social Interaction Over Networks) project is designed to resea...
This paper provides insights on promoting social interaction between the players in a multiplayer ga...
In this paper we explore how mobile devices and co-location in mobile contexts contribute social pla...
In this paper, we describe the design and development of a social game called Familiars. Inspired by...
We introduce a location–based game called Feeding Yoshi that provides an example of seamful design, ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
In this paper we introduce prerequisites for the empowerment of social interaction when using a mult...
This paper explores the social aspects of a new kind of mobile games where players interact with eac...
“Mobility Gaming” entails research done on how the social interaction within MMOG / MMORPG can be br...
Technology never fails to surprise us with the ceaseless features of facilitating lives that it brin...
This paper presents the motivation, design and evaluation of CountMeIn, a mobile collaborative perva...
The online games market has matured in recent years. It is now a multi-billion dollar business with ...
Nowadays, a high percentage of the population owns a personal device to connect with anyone at any t...