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Involving non-players in pervasive games
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Source Critical Computing archive
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility table of contents
Aarhus, Denmark
SESSION: Short papers table of contents
Pages: 137 - 140  
Year of Publication: 2005
ISBN:1-59593-203-8
Authors
Jenny Niemi  Swedish Institute of Computer Science (SICS), Kista, Sweden
Susanna Sawano  Swedish Institute of Computer Science (SICS), Kista, Sweden
Annika Waern  Swedish Institute of Computer Science (SICS), Kista, Sweden
Publisher
ACM  New York, NY, USA
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ABSTRACT

In traditional computer games, it is not uncommon for the game world to be inhabited by numerous computer-generated characters, Non-Player Characters (NPCs). In pervasive games, players play among human non-players as well and it becomes very tempting to use them as a game asset; as non-playing characters. Humans behave unpredictably and intelligently, and for this reason games set in real social context become more challenging for players than any preprogrammed environment can be. But however tempting the idea is, the use of non-players has implications on people's personal privacy. We report on a scenario-based study where people were interviewed about a set of game designs, all to some extent relying on information about non-players. We propose that in particular non-player anonymity and the ability to hold players accountable for their actions will affect non-player acceptance of pervasive games.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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2
Caillois, Roger. Man, Play and Games Translated by Meyer Barash. The Free Press of Glencoe, Inc., 1961. Reprinted, Illinois: University of Illinois Press, 2001.
 
3
Friedman, Batya, Peter H. Kahn, Jr., and Alan Borning. Value Sensitive Design and Information Systems. in P. Zhang & D. Galletta (Eds.), Human-Computer Interaction in Management Information Systems: Foundations. M. E. Sharpe, Inc: NY.
 
4
Friedman, Batya, Peter H. Kahn, Jr., Jennifer Hagman, Rachel L. Severson, and Brian Gill. The Watcher and the Watched: Social Judgments about Privacy in Public Place. In Online Proceedings of CHI Fringe 2004. Vienna, Austria: ACM CHI Place, 2004.
 
5
Huizinga, Johan. Homo Ludens --- A Study of the Play Element In Culture. Beacon Press, 1971 (reprint)

Collaborative Colleagues:
Jenny Niemi: colleagues
Susanna Sawano: colleagues
Annika Waern: colleagues