Josephine Reid

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We study a collaborative location-based game in which groups of 'lions' hunt together on a virtual savannah that is overlaid on an open playing field. The game implements a straight-forward approach to location-based triggering in which players must be in the same spatial locale in order to share information and act together. Comparison of video recordings(More)
This paper analyses the stages and circumstances for immersion based on quantitative and qualitative feedback from 700 people who took part in a three week long public trial of a location-based audio drama. Ratings of enjoyment, immersion and how much history came alive all scored highly and people often spent up to an hour in the experience. A model of(More)
This paper reports the findings from quantitative and qualitative studies of Riot! a location sensitive interactive play for voices. The paper begins by introducing Riot!. it then explores the growing literature on theories of experience and goes on to report the findings from three empirical studies of the event: a questionnaire-based survey of 563(More)
In this paper, we describe the situation and factors that lead to "Magic Moments" in mediascape experiences and discuss the implications for how to design these magic moments without them appearing contrived. We introduce a framework for Experience Design and describe a set of design heuristics which should extend the field of HCI to encompass aspects of(More)
As location based games move players out of the house and onto the streets the experience of game play radically changes. Game designers have the opportunity to incorporate artifacts, elements and events that might naturally occur in the real world into the game play so that a particular place becomes more meaningful. This paper explores the relevance of(More)
In this paper we describe a week long public field trial called Schminky. Based on our findings from the trial we consider the design implications for spontaneous, networked sound-based games. The venue for the trial was a café in a digital media centre. The paper reflects on the role of place and the notion of embedded histories.
In this paper we present our work in the design of ubiquitous social experiences, aiming to foster group participation and spontaneous playful behaviours in a city environment. We outline our approach of design for emergence: to provide just enough of a game context and challenge for people to be creative, to extend and enrich the experience of play through(More)
This paper investigates a research process focusing on the unpredictable collective and individual user behaviours which can emerge in ubiquitous social games. The fundamental premise of our research is that emergent interactions can both enrich the user experience and inform the design process of ubiquitous social applications, revealing creative(More)