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dc.contributor.authorSra, Misha
dc.contributor.authorSchmandt, Christopher M
dc.date.accessioned2016-10-27T19:23:03Z
dc.date.available2016-10-27T19:23:03Z
dc.date.issued2015-05
dc.date.submitted2014-11
dc.identifier.issn1617-4909
dc.identifier.issn1617-4917
dc.identifier.urihttp://hdl.handle.net/1721.1/105116
dc.description.abstractEmerging pervasive games use sensors, graphics and networking technologies to provide immersive game experiences integrated with the real world. Existing pervasive games commonly rely on a device screen for providing game-related information, while overlooking opportunities to include new types of contextual interactions like jumping, a punching gesture, or even voice to be used as game inputs. We present the design of Spellbound, a physical mobile team-based game, to help contribute to our understanding of how we can design pervasive games that aim to nurture a spirit of togetherness. We also briefly touch upon how togetherness and playfulness can transform physical movement into a desirable activity in the user evaluation section. Spellbound is an outdoor pervasive team-based physical game. It takes advantage of the above-mentioned opportunities and integrates real-world actions like jumping and spinning with a virtual world. It also replaces touch-based input with voice interaction and provides glanceable and haptic feedback using custom hardware in the true spirit of social play characteristic of traditional children’s games. We believe Spellbound is a form of digital outdoor gaming that anchors enjoyment on physical action, social interaction, and tangible feedback. Spellbound was well received in user evaluation playtests which confirmed that the main design objective of enhancing a sense of togetherness was largely met.en_US
dc.publisherSpringer Londonen_US
dc.relation.isversionofhttp://dx.doi.org/10.1007/s00779-015-0845-0en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceSpringer Londonen_US
dc.titleExpanding social mobile games beyond the device screenen_US
dc.typeArticleen_US
dc.identifier.citationSra, Misha, and Chris Schmandt. “Expanding Social Mobile Games beyond the Device Screen.” Personal and Ubiquitous Computing 19.3–4 (2015): 495–508.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Media Laboratoryen_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)en_US
dc.contributor.mitauthorSra, Misha
dc.contributor.mitauthorSchmandt, Christopher M
dc.relation.journalPersonal and Ubiquitous Computingen_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2016-08-18T15:21:04Z
dc.language.rfc3066en
dc.rights.holderSpringer-Verlag London
dspace.orderedauthorsSra, Misha; Schmandt, Chrisen_US
dspace.embargo.termsNen
dc.identifier.orcidhttps://orcid.org/0000-0001-8154-8518
mit.licensePUBLISHER_POLICYen_US


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