Vogiazou, Y. and Eisenstadt, Marc
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This paper discusses an exploratory case study of the design of games that facilitate spontaneous social interaction and group behaviours among distributed individuals, based largely on symbolic presence 'state' changes. We present the principles guiding the design of our game environment: presence as a symbolic phenomenon, the importance of good visualization and the potential for spontaneous self-organization among groups of people. Our game environment, comprising a family of multiplayer 'bumper-car' style games, is described, followed by a discussion of lessons learned from observing users of the environment. Finally, we reconsider and extend our design principles in light of our observations.
|Item Type:||Journal Article|
|Keywords:||presence awareness; social computing; emergent behaviours; spontaneous play; group interaction|
|Academic Unit/Department:||Faculty of Science, Technology, Engineering and Mathematics (STEM) > Knowledge Media Institute (KMi)
Faculty of Science, Technology, Engineering and Mathematics (STEM)
|Interdisciplinary Research Centre:||Centre for Research in Computing (CRC)|
|Depositing User:||Marc Eisenstadt|
|Date Deposited:||26 Jan 2007|
|Last Modified:||03 Aug 2016 11:17|
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