Publication | Closed Access
Where on-line meets on the streets
263
Citations
11
References
2003
Year
Unknown Venue
EngineeringOnline GamingUrban InformaticsMobile InteractionSmart CityContext AwarenessLocation-based GameCommunicationPervasive GameJournalismCyber-geographyLocation-based ServiceGame DesignUser ExperienceCity StreetsMobile ComputingGamesMobile ParticipantsUrban DesignOnline ParticipantsInterpersonal CommunicationSocial ComputingHuman-computer InteractionOn-line MeetsArts
We describe two games in which online participants collaborated with mobile participants on the city streets. In the first, the players were online and professional performers were on the streets. The second reversed this relationship. Analysis of these experiences yields new insights into the nature of context. We show how context is more socially than technically constructed. We show how players exploited (and resolved conflicts between) multiple indications of context including GPS, GPS error, audio talk, ambient audio, timing, local knowledge and trust. We recommend not overly relying on GPS, extensively using audio, and extending interfaces to represent GPS error.
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