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Integrating cumulative context into computer games

Published: 03 November 2008 Publication History

Abstract

In this paper, we describe a cumulative context computer game, where accumulated contextual information of the players' activity levels, obtained through mobile sensors, is used to modify game state. Our implementation used a statistic-based, real-time version of the classic game of chess, where the statistics of the pieces depended on the activity of the users and the environment in which they performed the activity. Users found the game engaging and fun, and almost all of the participants altered their behaviors to enhance their performance in the game. This work provides a platform for further research into meaningful integration of cumulative context in games.

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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 November 2008

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Author Tags

  1. chess
  2. exertion interfaces
  3. persuasive games
  4. sensors
  5. ubiquitous games

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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Cited By

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  • (2016)A Mobile Game Design Study Using Gamification and Symbolization Strategies to Promote Daily Physical ActivityProceedings of HCI Korea10.17210/hcik.2016.01.170(170-177)Online publication date: 27-Jan-2016
  • (2016)Empirical investigation of key business factors for digital game performanceEntertainment Computing10.1016/j.entcom.2015.09.00113(25-36)Online publication date: Mar-2016
  • (2014)A Field-Validated Architecture for the Collection of Health-Relevant Behavioural DataProceedings of the 2014 IEEE International Conference on Healthcare Informatics10.1109/ICHI.2014.18(79-88)Online publication date: 15-Sep-2014
  • (2014)Gemini redux: Understanding player perception of accumulated context2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048100(1-8)Online publication date: Oct-2014
  • (2014)Evaluating the impact of a cloud-based serious game on obese peopleComputers in Human Behavior10.1016/j.chb.2013.06.02130(468-475)Online publication date: 1-Jan-2014
  • (2014)Designing Games to Discourage Sedentary BehaviourPlayful User Interfaces10.1007/978-981-4560-96-2_12(253-274)Online publication date: 18-Feb-2014
  • (2013)World of workoutProceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health10.1145/2535708.2535718(60-67)Online publication date: 5-Nov-2013
  • (2012)A cloud-based serious games framework for obesityProceedings of the 1st ACM multimedia international workshop on Cloud-based multimedia applications and services for e-health10.1145/2390906.2390912(15-20)Online publication date: 2-Nov-2012
  • (2012)Move2PlayProceedings of the 2nd ACM SIGHIT International Health Informatics Symposium10.1145/2110363.2110374(61-70)Online publication date: 28-Jan-2012
  • (2011)RealTimeChessProceedings of the ACM International Conference on Interactive Tabletops and Surfaces10.1145/2076354.2076374(97-106)Online publication date: 13-Nov-2011
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