We propose that pervasive games designed with mechanics that are specifically in
opposition with, or disruptive of, social rules of the environment in which they are played, have
unique potential to provide interesting, provocative experiences for players. We explore this
concept through the design and evaluation of an experimental game prototype, Shhh!, inspired
by the juvenile game Bollocks, and implemented on Android mobile devices, which challenges
players to make loud noises in libraries. Six participants played the game before engaging in
semi-structured interviews, explored through inductive thematic analysis. Results suggest that
the game provoked in players a heightened awareness of social rules, as well as a complex
social dilemma of whether or not to act. We conclude by presenting a model for designing
games that play with the social, as well as physical, rules of the environments in which they are
set