Bollocks!! Designing pervasive games that play with the social rules of built environments

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Abstract

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.

Original languageEnglish
Title of host publicationAdvances in Computer Entertainment - 10th International Conference, ACE 2013, Proceedings
Pages123-137
Number of pages15
DOIs
Publication statusPublished - 2013
Externally publishedYes
Event10th International Conference on Advances in Computer Entertainment, ACE 2013 - Boekelo, Netherlands
Duration: 12 Nov 201315 Nov 2013

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume8253 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference10th International Conference on Advances in Computer Entertainment, ACE 2013
Country/TerritoryNetherlands
CityBoekelo
Period12/11/1315/11/13

Keywords

  • Critical games
  • Non-players
  • Pervasive games
  • Social context
  • Social rules
  • Unwritten rules

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