29 research outputs found

    Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security

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    In this paper we describe a pervasive game, Blowtooth, in which players use their mobile phones to hide virtual drugs on nearby airline passengers in real airport check-in queues. After passing through airport security, the player must find and recover their drugs from the innocent bystanders, without them ever realizing they were involved in the game. The game explores the nature of pervasive game playing in environments that are not, generally, regarded as playful or “fun”. This paper describes the game’s design and implementation as well as an evaluation conducted with participants in real airports. It explores the players’ reactions to the game through questionnaire responses and in-game activity. The technologies used in Blowtooth are, intentionally, simple in order for the enjoyment of the game to be reliant more on the physical environment rather than the enabling technologies. We conclude that situating pervasive games in unexpected and challenging environments, such as international airports, may provide interesting and unique gaming experiences for players. In addition, we argue that pervasive games benefit most from using the specific features and nature of interesting real-world environments rather than focusing on the enabling technologies

    Memoing and lenses

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    Pelimekaniikat osana ansaintalogiikkaa – Miten pelisuunnittelulla luodaan kysyntää

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    Selling virtual goods has become one of the main revenue models for online game operators. However, the business model differs from flat-fee models in that the value for the sold value offerings is, for the most part, derived from the structures built into the game and thus requires game developers to integrate business planning into game design. The paper analyses common game mechanics in MMO-games that are harnessed for creating demand for virtual goods. The results provide a new perspective to game design with interesting implications for developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.</p

    User-Generated Video Gaming. Little big planet and participatory cultures in Italy

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    Digital technology users are growingly involved in what has been described as convergence culture or participatory cultures. In this context, a major role is played by user-generated content. This article focuses on the participatory practices related to Little Big Planet (LBP) 1, a PlayStation platform video game that encourages users to create and share their own gaming levels. Our theoretical framework refers both to convergence culture and to a specific perspective of game studies that focuses on the cultural and social dimensions that are to be found in gaming and modding practices. A total of 8,829 Italian PlayStation Network (PSN) users were surveyed regarding their gaming practices, their attitude toward digital technology, and their LBP usage experiences. The results show that familiarity with digital technology and a socially oriented attitude to digital technology are clearly related to ‘‘active LBP engagement.’’ Moreover, PSN users are more likely than other digital platforms users to create their own content
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