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panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network

Published: 15 September 2010 Publication History

Abstract

We present the design, implementation and evaluation of a novel pervasive location-aware multiplayer game. In the game teams of players try to score points by conquering the real-world access points of a large municipal wireless network. The game is implemented as a web service so that playing the game does not require any dedicated game software or hardware, but a general purpose WLAN device such as a laptop or a smart phone equipped with a web browser is sufficient. The game was empirically evaluated with a four-week long tournament involving 96 players in 31 teams. The players found pervasiveness, location-awareness, social interaction and addictivity as the best parts of the game. The main finding of our study is that location-awareness combined with a rather modest level of pervasiveness can go a long way in creating engaging gaming experiences.

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Cited By

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  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019
  • (2017)IslanderProceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia10.1145/3151848.3151876(146-150)Online publication date: 4-Dec-2017
  • (2017)Anarchy or Order on the StreetsProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116614(101-113)Online publication date: 15-Oct-2017
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Published In

cover image ACM Other conferences
Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
September 2010
170 pages
ISBN:9781605589077
DOI:10.1145/1823818
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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  • JIM
  • Microsoft Belgium
  • Softkinetic

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 September 2010

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  1. pervasive computing
  2. pervasive gaming

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  • Research-article

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Fun and Games '10
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Fun and Games '10: Fun and Games 2010
September 15 - 17, 2010
Leuven, Belgium

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Cited By

View all
  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019
  • (2017)IslanderProceedings of the 15th International Conference on Advances in Mobile Computing & Multimedia10.1145/3151848.3151876(146-150)Online publication date: 4-Dec-2017
  • (2017)Anarchy or Order on the StreetsProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116614(101-113)Online publication date: 15-Oct-2017
  • (2015)WoodyProceedings of the 14th International Conference on Mobile and Ubiquitous Multimedia10.1145/2836041.2841210(368-372)Online publication date: 30-Nov-2015
  • (2013)Realizing Large-Scale Street Games Using Heterogeneous Future Internet TechnologiesProceedings of the 2013 9th International Conference on Intelligent Environments10.1109/IE.2013.27(165-172)Online publication date: 16-Jul-2013
  • (2011)panOULUProceedings of the 5th International Conference on Communities and Technologies10.1145/2103354.2103371(118-127)Online publication date: 29-Jun-2011

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