In this paper we present our work in the design of ubiquitous social experiences, aiming to foster group participation and spontaneous playful behaviours in a city environment. We outline our approach of design for emergence: to provide just enough of a game context and challenge for people to be creative, to extend and enrich the experience of play through their interaction in the real world. CitiTag is our mixed reality testbed, a wireless location-based multiplayer game based on the concept of playground ‘tag’. We describe the design and implementation of CitiTag and discuss results from two user studies
This paper explores the junctional juncture between playable digital interventions and urban public ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Play is an unpredictable and fascinating activity. Its qualities can serve as an inspiration for des...
This 8,000 word reviewed conference paper presented new research methodologies and ways of thinking ...
This 192 page book investigates spontaneous, unpredictable uses of technology that are driven by soc...
Social Games, built and played on social networks such as Facebook, have rapidly become a major forc...
This thesis deals with the design of play in public places; this can mean both pervasive games and o...
Location-based activities can challenge citizens to explore their neighbourhood in new playful ways....
This paper describes different types of activities/challenges designed for social interaction, while...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Digital technologies integrated in the physical spaces enable new practices that open new possible i...
Social interaction is part of the fabric of society and is essential to challenge many types of soci...
In this paper we discuss the conceptual framework and principles that guide our work in the design o...
In this paper we explore how mobile devices and co-location in mobile contexts contribute social pla...
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games...
This paper explores the junctional juncture between playable digital interventions and urban public ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Play is an unpredictable and fascinating activity. Its qualities can serve as an inspiration for des...
This 8,000 word reviewed conference paper presented new research methodologies and ways of thinking ...
This 192 page book investigates spontaneous, unpredictable uses of technology that are driven by soc...
Social Games, built and played on social networks such as Facebook, have rapidly become a major forc...
This thesis deals with the design of play in public places; this can mean both pervasive games and o...
Location-based activities can challenge citizens to explore their neighbourhood in new playful ways....
This paper describes different types of activities/challenges designed for social interaction, while...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Digital technologies integrated in the physical spaces enable new practices that open new possible i...
Social interaction is part of the fabric of society and is essential to challenge many types of soci...
In this paper we discuss the conceptual framework and principles that guide our work in the design o...
In this paper we explore how mobile devices and co-location in mobile contexts contribute social pla...
This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games...
This paper explores the junctional juncture between playable digital interventions and urban public ...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
Play is an unpredictable and fascinating activity. Its qualities can serve as an inspiration for des...