The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
- 22 April 2006
- conference paper
- conference paper
- Published by Association for Computing Machinery (ACM)
- p. 427-436
- https://doi.org/10.1145/1124772.1124836
Abstract
Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficultyKeywords
This publication has 8 references indexed in Scilit:
- Designing the spectator experiencePublished by Association for Computing Machinery (ACM) ,2005
- Making space for storiesPublished by Association for Computing Machinery (ACM) ,2005
- Bridging the physical and digital in pervasive gamingCommunications of the ACM, 2005
- Orchestrating a mixed reality game 'on the ground'Published by Association for Computing Machinery (ACM) ,2004
- The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based GameLecture Notes in Computer Science, 2004
- Ambiguity as a resource for designPublished by Association for Computing Machinery (ACM) ,2003
- Orchestrating a mixed reality performancePublished by Association for Computing Machinery (ACM) ,2001
- Ethnomethodology's ProgramSocial Psychology Quarterly, 1996