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Senior Project – Computer Science - 2009
Ubiquitous Pleasure: A Study of Location-Aware Gaming
Daven Amin
Advisor – Professor Striegnitz
The Question:
Does a location-aware game produce more pleasure for players than either a pure computer or physical game?
Methodology:
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Create three game implementations
All must use the same game rules
Administer player-tests with survey forms
Administer formal user studies with survey forms
and videotape users
• Analyze the results using Flow Theory
Physical Implementation:
Typical Games
Human-Human
(sports, tag, etc…)
Computer Implementation:
Human-Computer
(World of Warcraft)
Location-Aware
Human-Computer
(Feeding Yoshi!)
Phone Implementation:
Technology used:
Paper
Campus Building (S&E)
Flow Theory Basics:
Users experience pleasure if they enter a
state of ‘Flow’.
Prerequisites for Flow (provided in all
game forms):
Challenging Activity, Clear Goals,
Clear Feedback, Paradox of Control in
Uncertain Situations
Effects by which we can measure if a
state of Flow was achieved:
• Merging of Action and Awareness and
Loss of Self-Consciousness (We ask
users to compare the game session to
other games they’ve played)
• Concentration and Transformation of
Time (We ask users to summarize
their game sessions and have the
moderator time the sessions)
Acknowledgements:
Professor Jim Hedrick
Professor Brendan Burns
All of the Players
Technology used:
Technology used:
Java 1.5 SE
Golden T Game Engine
Results:
Players obtain pleasure from all forms:
• Player-player interaction is a key
aspect of game-play
• The Location-Aware form
provided the best interactions
• The game’s user interface is directly
related to player pleasure
• Many players liked the Computer
form the best due to its ‘clean’
interface
Java 2 Micro Edition
Java 1.5 SE
JSR-82 Optional API for Bluetooth
Bluecove JSR-82 for Java SE
Campus Building (S&E)
Future Work:
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Implementing and testing other
types of games
Designing and creating more
usable interfaces for the games
Studying player-player
interaction in greater depth