The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences

The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
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游戏框架:模糊移动体验中虚构与现实之间的界限

DOI:
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发表时间:
2006
期刊:
International Conference on Human Factors in Computing Systems
影响因子:
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通讯作者:
Adam Drozd
Adam Drozd
中科院分区:
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文献类型:
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作者:
S. Benford;Andy Crabtree;S. Reeves;J. Sheridan;A. Dix;Martin Flintham;Adam Drozd

文献摘要

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在公共场所(例如在城市街道上)进行的移动体验为将表演或游戏的虚构世界与日常物理世界交织在一起创造了新的机会。对巡回演出表现的研究揭示了设计师如何通过暗示旁观者并鼓励(显然)(明显的)正常行为边界的(明显)穿越正常的行为边界来产生兴奋和剧烈的张力。该研究还显示了设计师如何通过精心编排的过程来应对相关风险。因此,我们扩展了一个现有的框架,用于设计观众界面的概念,使我们能够将受众与旁观者区分开来。我们得出的结论是,使用歧义来模糊框架可能是一种强大的设计策略,使玩家愿意暂停怀疑,只要安全网的安全网确保他们不会陷入真正的困难。
Mobile experiences that take place in public settings such as on city streets create new opportunities for interweaving the fictional world of a performance or game with the everyday physical world. A study of a touring performance reveals how designers generated excitement and dramatic tension by implicating bystanders and encouraging the (apparent) crossing of normal boundaries of behaviour. The study also shows how designers dealt with associated risks through a process of careful orchestration. Consequently, we extend an existing framework for designing spectator interfaces with the concept of performance frames, enabling us to distinguish audience from bystanders. We conclude that using ambiguity to blur the frame can be a powerful design tactic, empowering players to willingly suspend disbelief, so long as a safety-net of orchestration ensures that they do not stray into genuine difficulty.