Conference Paper

Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games.

DOI: 10.1145/1551788.1551844 Conference: Interaction Design and Children, Proceedings of the 8th International Conference on Interaction Design and Children, IDC 2009, Como, Italy, June 3-5, 2009
Source: DBLP


In this paper we report a case study where two versions of the same outdoor pervasive game were compared: one featuring a virtual game object and the other with a tangible representation of it. Our aim was to explore the effect on social interaction and physical activity; two characteristics of Head-Up Games. Based on evaluation with 27 children we can conclude that both approaches support Head-Up Games well, and offer different design opportunities that should be explored further. Categories and Subject Descriptors H.1.2 (Information Systems): User/Machine Systems.

Download full-text


Available from: Iris Soute, Oct 07, 2015
1 Follower
47 Reads
  • Source
    • "The virtual key could be exchanged between players by holding the belts near each other, while the physical key (the ball) could be thrown between players. A more elaborate explanation of Save the safe can be found in [61]. See Fig. 5 for an impression of the game. "
    [Show abstract] [Hide abstract]
    ABSTRACT: There is a growing body of research in pervasive outdoor gaming, mainly focused on adult players playing games on smart phones. Published evaluations of the player experience in such games are largely based on anecdotal descriptions and post-play surveys. The latter approach is especially challenging to apply when the play test participants are children. Observations of game play so far have been ad hoc relying on unstructured observation, which makes it difficult to extract reliable conclusions from observations and to draw comparisons between different games. In this paper we present two methods developed specifically for evaluating the player experience in children’s outdoor games: the Outdoor Play Observation Scheme (OPOS) and GroupSorter. We discuss their application in three different case studies and conclude that OPOS is useful in quantifying the different types of play behavior in outdoor games; GroupSorter adds qualitative data on the play experience. Moreover, the application of GroupSorter is not limited to game development but can be used for obtaining user input in other context as well.
    Entertainment Computing 02/2013; 4(1-1):25-38. DOI:10.1016/j.entcom.2012.09.003
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: This special issue is devoted to the topic of tangible user interfaces and children. It emphasizes research on tangibility that transcends system descriptions, focusing on the empirical support of theories and design guidance. The papers result from the organization of a workshop at the CHI 2009 ACM conference in Boston, USA. As an introduction to this issue, empirical evidence is discussed for the potential benefits that using TUIs may have for children. Next, we focus on the impact of tangibility in terms of usability, learning, collaboration, and fun. Finally, we suggest directions for future work and outline the papers that are included in this special issue. KeywordsTUI–Children–GUI–Usability–Learning–Collaboration–Fun
    Personal and Ubiquitous Computing 04/2011; 16(4):367-378. DOI:10.1007/s00779-011-0409-x · 1.52 Impact Factor
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: This paper reflects on the design process of games that are played by multiple players, involving high pace activity and embodied interaction. More specifically it argues that user testing with low fidelity prototypes, which is recommended in mainstream literature on methodology in the fields of human computer interaction and game design, is not appropriate when designing these kind of games. Designers should instead, as early as possible in the design process, experiment with technology and expose working prototypes to play test with children. A case study, in which we designed several games and tested in three iterations, is also presented. The games were designed for and tested with RaPIDO, a specially designed platform for prototyping mobile and interactive technology. Finally, we argue that our hypothesis regarding technology-rich prototyping is confirmed, since the feedback from the children concerned the realized interaction, and aspects of play and social interaction were experienced in real context, instead of an imagined way as a mock-up would have allowed.
    Proceedings of the 12th International Conference on Interaction Design and Children; 01/2013
Show more