2,388
Views
9
CrossRef citations to date
0
Altmetric
Articles

Location-based challenges for playful neighbourhood exploration

ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon
Pages 433-451 | Received 14 Mar 2019, Accepted 20 Sep 2020, Published online: 13 Oct 2020

References

  • Arango-López, J., C. A. Collazos, F. L. G. Vela, and L. F. Castillo. 2017. “A Systematic Review of Geolocated Pervasive Games: a Perspective from Game Development Methodologies, Software Metrics and Linked Open Data.” In International Conference of Design, User Experience, and Usability, 335–346. Springer.
  • Arango-López, J., J. Gallardo, F. L. Gutiérrez Vela, E. Cerezo, A. Alcover, and R. Valera. 2017. “Pervasive Games: Giving a Meaning Based on the Player Experience.” In Proceedings of the XVIII International Conference on Human Computer Interaction, 9, ACM.
  • Avison, D., and G. Fitzgerald. 2003. Information Systems Development: Methodologies, Techniques and Tools. McGraw Hill.
  • Balestrini, M., P. Marshall, R. Cornejo, E. M. Tentori, J. Bird, and J. Rogers. 2016. “Jokebox: Coordinating Shared Encounters in Public Spaces.” In Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing, 38–49. ACM: New York. doi:https://doi.org/10.1145/2818048.2835203.
  • Balestrini, M., Y. Rogers, C. Hassan, J. Creus, M. King, and P. Marshall. 2017. “A City in Common: A Framework to Orchestrate Large-scale Citizen Engagement around Urban Issues.” In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2282–2294. doi:https://doi.org/10.1145/3025453.3025915.
  • Bartle, R. 1996. “Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds.” Journal of MUD Research1: 19.
  • Bartle, R. 2005. “Virtual Worlds: Why People Play A New Player Types Model.” Massively Multiplayer Game Development 2: 3–18.
  • Bergström, K., A. Waern, D. Rosqvist, and L Månsson. 2014. “Gaming in the Crucible of Science: Gamifying the Science Center Visit.” In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2. ACM: New York.
  • Bilandzic, M., and M. Foth. 2012. “A Review of Locative Media, Mobile and Embodied Spatial Interaction.” International Journal of Human Computer Studies70: 66–71. doi:https://doi.org/10.1016/j.ijhcs.2011.08.004
  • Bjögvinsson, E., P. Ehn, and A. Hillgren. 2012. “Design Things and Design Thinking: Contemporary Participatory Design Challenges.” Design Issues 28: 101–116.
  • Brazier, F. M., and C. Nevejan. 2014. “Vision for Participatory Systems Design.” In 4th International Engineering Systems Symposium (CESUN 2014).
  • Brooke, J. 1996. “SUS – A Quick and Dirty Usability Scale.” Usability Evaluation in Industry 189: 4–7.
  • Callele, D., E. Neufeld, and K. Schneider. 2006. “Emotional Requirements in Video Games.” In 14th IEEE International Requirements Engineering Conference (RE'06), 299–302. IEEE.
  • Callele, D., E. Neufeld, and K. Schneider. 2010. “An Introduction to Experience Requirements.” In 2010 18th IEEE International Requirements Engineering Conference, 395–396. IEEE.
  • Cila, N., E. Giaccardi, F. Tynan-O'Mahony, C. Speed, and M. Caldwell. 2015. “Thing-Centred Narratives: A Study of Object Personas.” In Seminar 3: Collaborative Formation of Issues Research Network for Design Anthropology, 1–17 Research Network for Design Anthropology: Aarhus.
  • Clark, A. M., and M. T. Clark. 2016. Pokémon Go and Research: Qualitative, Mixed Methods Research, and the Supercomplexity of Interventions.
  • Colley, A., J. Thebault-Spieker, A. L. Lin, D. Degraen, B. Fischman, J. Häkkilä, K. Kuehl, et al. 2017. “The Geography of Pokémon Go: Beneficial and Problematic Effects on Places and Movement.” In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 1179–1192. ACM: New York.
  • Collins, C., J. Neal, and Z. Neal. 2014. “Transforming Individual Civic Engagement into Community Collective Efficacy: The Role of Bonding Social Capital.” American Journal of Community Psychology54: 328–336. doi:https://doi.org/10.1007/s10464-014-9675-x
  • Comes, T. 2016. “Designing for Networked Community Resilience.” Procedia Engineering 159: 6–11. doi:https://doi.org/10.1016/j.proeng.2016.08.057
  • Corbett, E., and C. A. Le Dantec. 2018. “The Problem of Community Engagement: Disentangling the Practices of Municipal Government.” In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, Paper 574. doi:https://doi.org/10.1145/3173574.3174148.
  • Crivellaro, C., Alex S. Taylor, V. Vlachokyriakos, R. Comber, B. Nissen, and P. C. Wright. 2016. “Re-Making Places: HCI, 'Community Building' and Change.” In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. 2958–2969, ACM: New York. doi:https://doi.org/10.1145/2858036.2858332.
  • De Lange, M. 2014. Playful Planning: Citizens Making The Smart and Social City: ECLECTIS report: A Contribution from Cultural and Creative Actors to Citizens' Empowerment. Tech. Rep.
  • de Lange, M., and M. de Waal. 2013. “Owning the City: New Media and Citizen Engagement in Urban Design.” First Monday 18: 1–13.
  • Den Haag. 2015. Wijkprogramma 2016-2019: Stadsdeel Escamp. Tech. Rep., Gemeente Den Haag.
  • Disalvo, C., D. I. Nourbakhsh, A. A. Holstius, and M. Luow. 2008. “The Neighborhood Networks Project: A Case Study of Critical Engagement and Creative Expression Through Participatory Design.” In Tenth Anniversary Conference on Participatory Design 2008, 41–50, ACM: New York.
  • Ehn, P. 2008. “Participation in Design Things.” In Tenth Anniversary Conference on Participatory Design 2008, 91–101, ACM: New York.
  • Erete, S. L. 2015. “Engaging Around Neighborhood Issues.” In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, 1590–1601, ACM: New York. doi:https://doi.org/10.1145/2675133.2675182.
  • Fischer, J. E., I. Lindt, J. Stenros, and S. Birlinghoven. 2007. Evaluation of Crossmedia Gaming Experiences in Epidemic Menace, na.
  • Fonseca, X., S. Lukosch, and F. Brazier. 2018. “Fostering Social Interaction in Playful Cities.” In Interactivity, Game Creation, Design, Learning, and Innovation, 286–295. Springer.
  • Fonseca, X., S. Lukosch, and F. Brazier. 2018. “Social Cohesion Revisited: A New Definition and How to Characterize It.” Innovation: The European Journal of Social Science Research 32: 231–253. doi:https://doi.org/10.1080/13511610.2018.1497480
  • Fonseca, X., S. Lukosch, H. Lukosch, S. Tiemersma, and F. M. Brazier. 2017. “Requirements and Game Ideas for Social Interaction in Mobile Outdoor Games.” In CHI PLAY'17 Extended Abstracts, 331–337, ACM: New York. doi:https://doi.org/10.1145/3130859.3131304.
  • Fonseca, X., G. Slingerland, S. Lukosch, and F. Brazier. 2020. Designing for Meaningful Social Interaction in Digital Serious Games. Entertainment Computing, doi:https://doi.org/10.1016/j.entcom.2020.100385.
  • Friedmann, J. 2010. “Place and Place-Making in Cities: A Global Perspective.” Planning Theory & Practice 11: 149–165. doi:https://doi.org/10.1080/14649351003759573
  • Gaventa, J. 2004. Representation, Community Leadership and Participation: Citizen Involvement in Neighbourhood Renewal and Local Governance. Tech. Rep. July, Office of Deputy Prime Minister.
  • Golsteijn, C., S. Gallacher, L. Capra, and Y. Rogers. 2016. “Sens-Us: Designing Innovative Civic Technology for the Public Good.” In Proceedings of the 2016 ACM Conference on Designing Interactive Systems, 39–49. ACM: New York, doi:https://doi.org/10.1145/2901790.2901877.
  • Gooch, D., M. Barker, L. Hudson, R. Kelly, G. Kortuem, J. Van Linden, and M. Petre, et al. 2018. “Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban Scale.” ACM Transactions on Computer-Human Interaction 25: 2–34. doi:https://doi.org/10.1145/3139398
  • Hampton, K., and B. Wellman. 2003. “Neighboring in Netville: How the Internet Supports Community and Social Capital in a Wired Suburb.” City & Community 2: 277–311. doi:https://doi.org/10.1046/j.1535-6841.2003.00057.x
  • Hodson, H. 2012. Google's ingress game is a gold mine for augmented reality.
  • Hossenlopp, R., R. H. PMP, K. B. Hass, and K. B. H. PMP. 2007. Unearthing business requirements: elicitation tools and techniques. Berrett-Koehler Publishers.
  • Huizenga, J., W. Admiraal, S. Akkerman, and G. t. Dam. 2009. “Mobile Game-based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game.” Journal of Computer Assisted Learning 25: 332–344.
  • Jones, C. E., A. Liapis, I. Lykourentzou, and D. Guido. 2017. “Board Game Prototyping to Co-Design a Better Location-Based Digital Game Case Study: Creativity and Exploration.” In Abstract book of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '17, 1055–1064, ACM: New York, doi:https://doi.org/10.1145/3027063.3053348.
  • Jones, C. E., S. Theodosis, and I. Lykourentzou. 2019. “The Enthusiast, the Interested, the Sceptic, and the Cynic: Understanding User Experience and Perceived Value in Location-Based Cultural Heritage Games Through Qualitative and Sentiment Analysis.” Journal on Computing and Cultural Heritage12: 1–26. doi:https://doi.org/10.1145/3297716
  • Kasurinen, J., A. Maglyas, and K. Smolander. 2014. “Is Requirements Engineering Useless in Game Development?” In International Working Conference on Requirements Engineering: Foundation for Software Quality, 1–16, Springer.
  • Kendall, L., and A. Dearden. 2018. “Disentangling Participatory ICT Design in Socioeconomic Development.” In Proceedings of the 15th Participatory Design Conference: Full Papers – Volume 1, 1–12, ACM: New York.
  • Kim, Y.-C., and S. Ball-Rokeach. 2006. “Civic Engagement From a Communication Infrastructure Perspective.” Communication Theory 16: 173–197. doi:https://doi.org/10.1111/j.1468-2885.2006.00267.x
  • Kuijer, L., A. De Jong, and D. Van Eijk. 2013. “Practices as a Unit of Design: An Exploration of Theoretical Guidelines in a Study on Bathing.” ACM Transactions on Computer-Human Interaction20: 1–22, doi:https://doi.org/10.1145/2493382
  • Le Dantec, C. A., and S. Fox. 2015. “Strangers at the Gate: Gaining Access, Building Rapport, and Co-Constructing Community-Based Research.” In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, 1348–1358. ACM: New York. doi:https://doi.org/10.1145/2675133.2675147.
  • Li, Y., A. Pickles, and M. Savage. 2005. “Social Capital and Social Trust in Britain.” European Sociological Review 21: 109–123. doi:https://doi.org/10.1093/esr/jci007
  • Magerkurth, C., A. David Cheok, R. Mandryk, and T. Nilsen. 2005. “Pervasive Games: Bringing Computer Entertainment Back to the Real World.” Computers in Entertainment 3: 4. doi:https://doi.org/10.1145/1077246.1077257
  • Manturuk, K., M. Lindblad, and R. Quercia. 2012. “Homeownership and Civic Engagement in Low-Income Urban Neighborhoods: A Longitudinal Analysis.” Urban Affairs Review 48: 731–760. doi:https://doi.org/10.1177/1078087412441772
  • McMillan, D. W., and D. M. Chavis. 1986. “Sense of Community: A Definition and Theory.” Special Issue of Journal of Community Psychology: Psychological Sense of Community, I: Theory and Concepts14: 6–23. 96/040315-11.
  • Meerow, S., J. P. Newell, and M. Stults. 2016. “Defining Urban Resilience: A Review.” Landscape and Urban Planning 147: 38–49. doi:https://doi.org/10.1016/j.landurbplan.2015.11.011
  • Mulder, I. 2014. “Sociable Smart Cities: Rethinking Our Future Through Co-Creative Partnerships.” In 2nd International Conference on Distributed, Ambient and Pervasive Interactions, edited by Streitz, N. & Markopoulos, P., Vol. 8530, LNCS, 566–574. Springer, doi:https://doi.org/10.1007/978-3-319-07788-8_52.
  • Nicotera, N. 2008. “Building Skills for Civic Engagement: Children as Agents of Neighborhood Change.” Journal of Community Practice 16: 221–242. doi:https://doi.org/10.1080/10705420801998045
  • Nijholt, A. 2017. “Playable Cities: A Short Survey (Keynote Paper).” In 2017 6th International Conference on Informatics, Electronics and Vision & 2017 7th International Symposium in Computational Medical and Health Technology (ICIEV-ISCMHT).
  • Nijholt, A. 2017. “How to Make Cities More Fun.” The Wall Street Journal (Eastern Edition).
  • Nijholt, A. 2017. Playable Cities: The City as a Digital Playground. Singapore: Springer Science+Business Media.
  • Paay, J., and J. Kjeldskov. 2005. “Understanding Situated Social Interactions in Public Places.” In Human-Computer Interaction-INTERACT 2005, 3585, 496–496. IEEE Computer Society Press, doi:https://doi.org/10.1007/11555261_41.
  • Pang, C., R. Pan, C. Neustaedter, and K. Hennessy. 2019. “City Explorer : The Design and Evaluation of a Location-Based Community City Explorer : The Design and Evaluation of a Location-Based Community Information System.” In Proceedings of Conference on Human Factors in Computing Systems (CHI 2019), 1–15, ACM: New York. doi:https://doi.org/10.1145/3290605.3300571.
  • Papangelis, K., Melvin Metzger, Yiyeng Sheng, Haining Liang, Alan Chamberlain, and Ting Cao. 2017. “Conquering the City: Understanding Perceptions of Mobility and Human Territoriality in Location-based Mobile Games.” Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 1. doi:https://doi.org/10.1145/3130955
  • Patubo, B. G. 2010. Environmental Impacts of Human Activity Associated With Geocaching. b.sc., California Polytechnic State University, San Luis Obispo.
  • Paulos, E., and E. Goodman. 2004. “The Familiar Stranger: Anxiety, Comfort, and Play in Public Places.” In Proceedings of Conference on Human Factors in Computing Systems (CHI 2004), 223–230. Vienna: ACM Press.
  • Peitz, J., H. Saarenpää, and S. Björk. 2007. “Insectopia: Exploring Pervasive Games Through Technology Already Pervasively Available.” In Proceedings of the International Conference on Advances in Computer Entertainment Technology, 107–114. ACM: New York.
  • Pink, S. 2008. “An Urban Tour: The Sensory Sociality of Ethnographic Place-making.” Ethnography 9: 175–196. doi:https://doi.org/10.1177/1466138108089467
  • Procyk, J., and C. Neustaedter. 2014. “GEMS: The Design and Evaluation of a Location-Based Storytelling Game.” In Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing – CSCW '14, 1156–1166, ACM Press: New York. doi:https://doi.org/10.1145/2531602.2531701.
  • Pyae, A., M. Luimula, and J. Smed. 2017. “Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go.” In Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, 247–251. ACM: New York.
  • Robertson, T., and J. Simonsen. 2012. “Challenges and Opportunities in Contemporary Participatory Design.” Design Issues 28: 3–9.
  • Salen, K., K. S. Tekinbaş, and E. Zimmerman. 2004. Rules of Play: Game Design Fundamentals. MIT press.
  • Salim, F., and U. Haque. 2015. “Urban Computing in the Wild: A Survey on Large Scale Participation and Citizen Engagement With Ubiquitous Computing, Cyber Physical Systems, and Internet of Things.” Journal of Human Computer Studies 81: 31–48. doi:https://doi.org/10.1016/j.ijhcs.2015.03.003
  • Sanders, E. B. N., and P. J. Stappers. 2012. Convivial Toolbox: Generative Research for the Front End of Design. 2nd. ed., BIS Publishes: Amsterdam.
  • Scolere, L. M., E. P. S. Baumer, L. Reynolds, and G. Gay. 2016. “Building Mood, Building Community: Usage Patterns of an Interactive Art Installation.” In Proceedings of the 19th International Conference on Supporting Group Work, 201–212, ACM: New York. doi:https://doi.org/10.1145/2957276.2957291.
  • Seyfang, G., and A. Smith. 2007. “Grassroots Innovations for Sustainable Development: Towards a New Research and Policy Agenda.” Environmental politics 16: 584–603.
  • Slingerland, G., S. Lukosch, and F. Brazier. 2019. “Location-Based Information Sharing for Neighbourhood Participation.” In Proceedings of Communities and Technologies 2019 (C&T 2019), 1–4, EUSSET. doi:https://doi.org/10.18420/ct2019-088.
  • Slingerland, G., S. Lukosch, and F. Brazier. 2020. “Engaging Children to Co-create Outdoor Play Activities for Place-making.” In Proceedings of the 16th Participatory Design Conference 2020 - Participation(s) Otherwise - Vol 1 (PDC '20: Vol. 1), 1–11. ACM: Manizales, Colombia.
  • Slingerland, G., S. G. Lukosch, T. Comes, and F. M. Brazier. 2018. “Exploring Requirements for Joint Information Sharing in Neighbourhoods: Local Playgrounds in The Hague.” In Interactivity, Game Creation, Design, Learning and Innovation, 306–315, Springer.
  • Slingerland, G., S. Lukosch, T. Comes, and F. Brazier. 2020. “Exploring Design Guidelines for Fostering Citizen Engagement Through Information Sharing: Local Playgrounds in The Hague.” In EAI Endorsed Transactions on Serious Games, 1–19. doi:https://doi.org/10.4108/eai.13-7-2018.162636.
  • Sotamaa, O. 2002. “All the World's a Botfighter Stage: Notes on Location-Based Multi-User Gaming.” In CGDC Conference, Tampere University Press: Tampere. Citeseer.
  • Soute, I., S. Bakker, R. Magielse, and P. Markopoulos. 2013. “Evaluating Player Experience for Children's Outdoor Pervasive Games.” Entertainment Computing 4: 25–38. doi:https://doi.org/10.1016/j.entcom.2012.09.003
  • Taylor, N., L. Clarke, M. Skelly, and S. Nevay. 2018. “Strategies for Engaging Communities in Creating Physical Civic Technologies.” In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 1–12. ACM: New York, doi:https://doi.org/10.1145/3173574.3174081.
  • Tondello, G. F., K. Arrambide, G. Ribeiro, A. J.-l. Cen, and L. E. Nacke. 2019. “‘I don't fit into a Single Type’: A Trait Model and Scale of Game Playing Preferences.” In INTERACT 2019. Lecture Notes in Computer Science, Vol. 11747, 375–395. Springer International Publishing. doi:https://doi.org/10.1007/978-3-030-29384-0.
  • Tondello, G. F., and L. E. Nacke. 2019. “Player Characteristics and Video Game Preferences.” In CHI PLAY 2019 – Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 365–378, ACM New York. doi:https://doi.org/10.1145/3311350.3347185.
  • Valente, L., and B. Feijó. 2017. “Mapping Quality Requirements for Pervasive Mobile Games.” Requirements Engineering 22: 137–165.
  • van Rijn, H., and P. J. Stappers. 2008. “Expressions of Ownership: Motivating Users in a Co-Design Process.” In Tenth Anniversary Conference on Participatory Design 2008, 178–181. ACM: New York.
  • Vartiainen, T., and T. Tuunanen. 2016. “Value Co-Creation and Co-Destruction in an is Artifact: Contradictions of Geocaching.” In 2016 49th Hawaii International Conference on System Sciences (HICSS), 1266–1275. IEEE.
  • Wolff, A., P. Mulholland, Z. Zdrahal, and R. Joiner. 2007. “Re-using Digital Narrative Content in Interactive Games.” Int. J. Human-Computer Studies 65: 244–272. doi:https://doi.org/10.1016/j.ijhcs.2006.10.003
  • Yang, C.-c., and D. Liu. 2017. “Motives Matter: Motives for Playing Pokemon Go and Implications for Well-being.” Cyberpsychology, Behavior, and Social Networking 20: 52–57. doi:https://doi.org/10.1089/cyber.2016.0562
  • Zaff, J., K. Kawashima-Ginsberg, and E. Lin. 2011. “Advances in Civic Engagement Research: Issues of Civic Measures and Civic Context.” Advances in Child Development and Behavior 41: 273–308. doi:https://doi.org/10.1016/B978-0-12-386492-5.00011-7