TY - GEN
T1 - Exploring twitter as a game platform; Strategies and opportunities for microblogging-based games
AU - Hicks, Kieran
AU - Gerling, Kathrin
AU - Kirman, Ben
AU - Linehan, Conor
AU - Dickinson, Patrick
N1 - Publisher Copyright:
© 2015 ACM.
PY - 2015/10/5
Y1 - 2015/10/5
N2 - Recent years have seen the massive daily engagement of players with games that are integrated with online social networking sites, such as Facebook. However, few games have successfully created engaging experiences through integration with microblogging websites. In this paper, we explore the opportunities and challenges in using Twitter as a platform for playing games, through the case study of the game Hashtag Dungeon, a dungeon-crawling game that uses Twitter for collaborative creation of game content. Two studies were carried out. A quantitative user study with 32 participants demonstrated that players found the game engaging and rewarding. A follow-up qualitative study with 8 participants suggests that Twitter integration in this game is meaningful, but that there are concerns over the impact of the game on players' Twitter profiles. Based on findings from both studies, we propose strategies for the design of Microblogging-based games, and discuss wider implications of social media integration in games.
AB - Recent years have seen the massive daily engagement of players with games that are integrated with online social networking sites, such as Facebook. However, few games have successfully created engaging experiences through integration with microblogging websites. In this paper, we explore the opportunities and challenges in using Twitter as a platform for playing games, through the case study of the game Hashtag Dungeon, a dungeon-crawling game that uses Twitter for collaborative creation of game content. Two studies were carried out. A quantitative user study with 32 participants demonstrated that players found the game engaging and rewarding. A follow-up qualitative study with 8 participants suggests that Twitter integration in this game is meaningful, but that there are concerns over the impact of the game on players' Twitter profiles. Based on findings from both studies, we propose strategies for the design of Microblogging-based games, and discuss wider implications of social media integration in games.
KW - Commercial
KW - Design Guidelines
KW - Evaluation
KW - Game Design
KW - Social network games
KW - Twitter
UR - https://www.scopus.com/pages/publications/84959287925
U2 - 10.1145/2793107.2793119
DO - 10.1145/2793107.2793119
M3 - Conference proceeding
AN - SCOPUS:84959287925
T3 - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
SP - 151
EP - 162
BT - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
T2 - 2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015
Y2 - 5 October 2015 through 7 October 2015
ER -