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WFRF:(Back Jon 1977 )
 

Sökning: WFRF:(Back Jon 1977 ) > (2012-2014) > Designing Activity ...

Designing Activity and Creating Experience : On People’s Play in Public places

Back, Jon, 1977- (författare)
Stockholms universitet,Institutionen för data- och systemvetenskap,Mobile Life Centre
Waern, Annika, Prof. (preses)
Uppsala University
Brown, Barry, Prof. (preses)
Stockholms universitet,Institutionen för data- och systemvetenskap
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Juhlin, Oskar, Prof. (preses)
Stockholms universitet,Institutionen för data- och systemvetenskap
Björk, Staffan, Associate Professor (opponent)
Gothenburg University
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 (creator_code:org_t)
Stockholm : Department of Computer and Systems Sciences, Stockholm University, 2013
Engelska 60 s.
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)
Abstract Ämnesord
Stäng  
  • This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience.By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels:Designed construct (e.g. artefacts and rules)ActivityExperiencesBut it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another?This question can be split into two parts:Engagement: starting to be interested in the activityCommitment: actually caring for the experienceThis issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.

Ämnesord

NATURVETENSKAP  -- Data- och informationsvetenskap -- Människa-datorinteraktion (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Human Computer Interaction (hsv//eng)

Nyckelord

game design
play
activity
experience
enjoyment
fun
människa-datorinteraktion
Human-machine interaction
Mobile Life
Mobile Life

Publikations- och innehållstyp

vet (ämneskategori)
lic (ämneskategori)

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