1,137 research outputs found

    Virtually (re)constructed reality: the representation of physical space in commercial location-based games

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    Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse

    In and out domains. Playful principles to in-form urban solutions

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    The implementation of games in architecture and urban planning has a long history since the 1960s and is still a preferential tool to foster public participation and address contemporary spatial – and social - conflicts within the urban fabric. Moreover, in the last decade, we have seen the rise of urban play as a tool for community building, and city-making and Western society is actively focusing on play/playfulness – together with ludic dynamics and mechanics - as an applied methodology to deal with complex challenges, and deeper comprehend emergent situations. In this paper, we aim to initiate a dialogue between game scholars and architects through the use of the PLEX/CIVIC framework. Like many creative professions, we believe that architectural practice may benefit significantly from having more design methodologies at hand, thus improving lateral thinking. We aim at providing new conceptual and operative tools to discuss and reflect on how games facilitate long-term planning processes and help to solve migration issues, allowing citizens themselves to take their responsibility and contribute to durable solutions

    Augmenting the Performer-Audience Live Participation in Professional Event Productions

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    Event productions, such as corporate workshops, night galas, or networking events, can reach higher levels of participant experience and productiveness if performer-audience interactions are augmented with possibilities for live participation from mobile terminals. However, it easily happens that polls, backchannels, chat screens and other methods remain as mere activation tricks that fall short from a successful integration to events' goals and content. Based on a 10-year process of developing live participation technologies, deploying them successfully in collaboration with event producers in over 100 professionally organised event productions ranging from 10 to 400 participants, we analyse techniques that increase events' value for the audience and the organisers. Building on our experiences and event studies literature, we describe how positive audience participation can be achieved by supporting cognitive (informational), affective (experiential) and conative (behavioural) elements of event participation, thus helping the audience members notice how the event supports their needs.Peer reviewe

    Learnings From The Case of Maple Refugees: A Story of Loot Boxes, Probability Disclosures, and Gamer Consumer Activism

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    The article synthesises what we learned from reviewing the player activism of the “Maple refugee” incident and applies the insights to the European video game industry and commercial context. The Maple Refugee incident was perhaps one of the most disruptive video game incidents that occurred in South Korea in recent years. It saw tens of thousands of Korean players from the game Maple Story (Nexon, 2003) mobilised in unprecedented online and offline protests in Spring 2021. Together with players from other free-to-play (F2P) games, Maple Story players rallied against the industry norms of monetising with loot boxes and the industry self-regulatory approach to probability disclosures to address potential harms. This culminated in the social phenomenon of the proxy activism method of ’truck protests,’ rallies of crowdfunded rented trucks displaying protest messages instead of people mass-gathering in public during the COVID-19 pandemic. Based on the English timeline of the incident collated by Park et al. (2023), we dive deeper into the case with a multidisciplinary group of experts from game studies, law, and human-computer interaction and highlight various issues present in this case: the regulation of loot boxes and probability disclosures, the social pillars of player activism, player trust and theorycrafting, and game production. The paper contributes to the deepening of the industry’s understanding of F2P game business while diversifying the Western-centric discourse of the game research landscape by calling for further cross-cultural and cross-disciplinary inquiries into current video game issues

    Fictional Game Elements: Critical Perspectives on Gamification Design

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    Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop will explore the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs

    Designing Accessible Digital Services for the Future Public Transportation : Towards Lighter Testbed (LiTe)

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    This paper represents the design process of the LiTe - Lighter Testbed of a tram stop and tram car to facilitate user evaluations in a realistic context. According to previous studies, people using public transportation seek services that improve travel experiences with the help of novel technology. In the future, accessible digital services will be integrated into all modes of transportation to provide a seamless experience. There is a need to offer physical and local access to innovative co-creation processes providing an environment and support for enabling the testing of novel solutions in an open but safe environment. This way, we can ensure the usability, accessibility, effectiveness, and safety of public transportation services in the Tampere area and further expand it to other cities.acceptedVersionPeer reviewe

    Virtually (re)constructed reality : The representation of physical space in commercial location-based games

    Get PDF
    Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique high-fidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse.publishedVersionPeer reviewe
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