Advertisement

Navigation Experiences – A Case Study of Riders Accessing an Orientation Game via Smartphones

  • Annika Worpenberg
  • Barbara Grüter
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8005)

Abstract

Usability and playability of a game are two dimensions merging into each other and affecting the experience. Within this paper we study the navigation experiences of a small rider group playing an orientation game by means of smartphones. The players are inexperienced in using smartphones and try to reach the first game station. Studying their navigation process we learned how the players adopted the game device, solved a navigation problem and entered the game world. The case study illustrates three development stages of navigational behavior of the rider group in the analyzed mobile game.

Keywords

Mobile Game Location-based Game Play Experience Evaluating Mobile Games Navigation 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Bouwer, A., Nack, F., Ali, A., El, A.: Lost in navigation: evaluating a mobile map app for a fair. In: Proceedings of the 14th ACM International Conference on Multimodal Interaction, pp. 173–180. ACM, New York (2012)CrossRefGoogle Scholar
  2. 2.
    Brown, E., Cairns, P.: A Grounded Investigation of Game Immersion. Extended Abstracts on Human Factors in Computing Systems (CHI EA 2004), pp. 1297–1300. ACM, New York (2004)Google Scholar
  3. 3.
    ChronoViz Website, http://chronoviz.com/ (accessed on February 22, 2013)
  4. 4.
    De Sá, M., Carriço, L.: Designing and Evaluating Mobile Interaction: Challenges and Trends. Foundations and Trends in Human–Computer Interaction 4(3), 175–243 (2010)CrossRefGoogle Scholar
  5. 5.
    Dix, A., Finlay, J., Abowd, G., Beale, R.: Human-Computer Interaction, 3rd edn., p. 237. Prentice-Hall (2003)Google Scholar
  6. 6.
    Dourish, P.: What We Talk About When We Talk About Context. Personal and Ubiquitous Computing 8(1), 19–30 (2004)CrossRefGoogle Scholar
  7. 7.
    Grüter, B., Oks, M., Lochwitz, A.: System and Context – On a Discernable Source of Emergent Game Play and the Process-Oriented Method. In: Yang, H.S., Malaka, R., Hoshino, J., Han, J.H. (eds.) ICEC 2010. LNCS, vol. 6243, pp. 240–247. Springer, Heidelberg (2010)CrossRefGoogle Scholar
  8. 8.
    Leontev, A.N.: Activity, Consciousness, and Personality. Prentice-Hall (1978)Google Scholar
  9. 9.
    Rigby, S., Ryan, R.: The Player Experience of Need Satisfaction, http://www.immersyve.com/downloads/research-and-white-papers/PENS_Sept07.pdf
  10. 10.
    Rukzio, E., Müller, M., Hardy, R.: Design, implementation and evaluation of a novel public display for pedestrian navigation: the rotating compass. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2009), pp. 113–122. ACM, New York (2009)Google Scholar
  11. 11.
    Talton, J.O., Peterson, D.L., Kamin, S., Israel, D., Al-Muhtadi, J.: Scavenger Hunt: Computer Science RetentionThrough Orientation. In: Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, pp. 443–447. ACM (2006)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Annika Worpenberg
    • 1
  • Barbara Grüter
    • 1
  1. 1.University of Applied Sciences BremenBremenGermany

Personalised recommendations