Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security
Abstract 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 bystand...
Ausführliche Beschreibung
Autor*in: |
Kirman, Ben [verfasserIn] |
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Format: |
Artikel |
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Sprache: |
Englisch |
Erschienen: |
2011 |
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Anmerkung: |
© Springer-Verlag London Limited 2011 |
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Übergeordnetes Werk: |
Enthalten in: Personal and ubiquitous computing - Springer-Verlag, 1997, 16(2011), 6 vom: 24. Juni, Seite 767-775 |
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Übergeordnetes Werk: |
volume:16 ; year:2011 ; number:6 ; day:24 ; month:06 ; pages:767-775 |
Links: |
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DOI / URN: |
10.1007/s00779-011-0423-z |
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Katalog-ID: |
OLC2108432566 |
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10.1007/s00779-011-0423-z doi (DE-627)OLC2108432566 (DE-He213)s00779-011-0423-z-p DE-627 ger DE-627 rakwb eng 004 VZ Kirman, Ben verfasserin aut Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer-Verlag London Limited 2011 Abstract 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 realising 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. Pervasive games Airports Mobile games Non-players Non-places Provocative games Linehan, Conor aut Lawson, Shaun aut Enthalten in Personal and ubiquitous computing Springer-Verlag, 1997 16(2011), 6 vom: 24. Juni, Seite 767-775 (DE-627)33216859X (DE-600)2053206-4 (DE-576)115303367 1617-4909 nnns volume:16 year:2011 number:6 day:24 month:06 pages:767-775 https://doi.org/10.1007/s00779-011-0423-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_70 GBV_ILN_4277 AR 16 2011 6 24 06 767-775 |
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10.1007/s00779-011-0423-z doi (DE-627)OLC2108432566 (DE-He213)s00779-011-0423-z-p DE-627 ger DE-627 rakwb eng 004 VZ Kirman, Ben verfasserin aut Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer-Verlag London Limited 2011 Abstract 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 realising 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. Pervasive games Airports Mobile games Non-players Non-places Provocative games Linehan, Conor aut Lawson, Shaun aut Enthalten in Personal and ubiquitous computing Springer-Verlag, 1997 16(2011), 6 vom: 24. Juni, Seite 767-775 (DE-627)33216859X (DE-600)2053206-4 (DE-576)115303367 1617-4909 nnns volume:16 year:2011 number:6 day:24 month:06 pages:767-775 https://doi.org/10.1007/s00779-011-0423-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_70 GBV_ILN_4277 AR 16 2011 6 24 06 767-775 |
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10.1007/s00779-011-0423-z doi (DE-627)OLC2108432566 (DE-He213)s00779-011-0423-z-p DE-627 ger DE-627 rakwb eng 004 VZ Kirman, Ben verfasserin aut Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security 2011 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer-Verlag London Limited 2011 Abstract 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 realising 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. Pervasive games Airports Mobile games Non-players Non-places Provocative games Linehan, Conor aut Lawson, Shaun aut Enthalten in Personal and ubiquitous computing Springer-Verlag, 1997 16(2011), 6 vom: 24. Juni, Seite 767-775 (DE-627)33216859X (DE-600)2053206-4 (DE-576)115303367 1617-4909 nnns volume:16 year:2011 number:6 day:24 month:06 pages:767-775 https://doi.org/10.1007/s00779-011-0423-z lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_70 GBV_ILN_4277 AR 16 2011 6 24 06 767-775 |
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Abstract 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 realising 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. © Springer-Verlag London Limited 2011 |
abstractGer |
Abstract 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 realising 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. © Springer-Verlag London Limited 2011 |
abstract_unstemmed |
Abstract 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 realising 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. © Springer-Verlag London Limited 2011 |
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Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security |
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Linehan, Conor Lawson, Shaun |
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