![]() ![]() We explored relevant literature in player experience such as memorability, presence and immersion to structure a theoretical framework for analyzing our results and their relation to overall player experience. In field trial two (FT2), we focused on the memorability of the VEs in relation to the spatial qualities of the physical locations with 13 participants in a qualitative interview study. In field trial one (FT1), we studied co-presence when using situated displays by combining experience sampling method (ESM) and qualitative observations with nine participants. We used a mixed method approach gathering both qualitative and quantitative data from the trials. ![]() 1) to explore attention displacement using situated displays as the window on the world. ![]() We conducted two field trials with a game called City Knights (Fig. We aimed at exploring measurable aspects in player experience to gain knowledge on the smooth cognitive linking of physical and virtual worlds in the context of pervasive games. The busyness, and other qualities of the locations where the VEs are accessed, may affect the gameplay.ĭaily life cannot be observed in the controlled environment, hence we chose in the wild research methodology. While pervasive or other kinds of displays located or situated in urban environments can provide a window on the world to blend the physical and the virtual world, smooth attention displacement between the two can be a challenge if the window on the world is not truly mobile, as with smart phones or other portable devices. Pervasive games are entwined with daily life, and are most often played in locations that provide unexpected interactions especially with bystanders. In pervasive games utilizing both real and virtual environments, not only the properties of the VE dictate the player experience. This link between physical and virtual worlds comes into focus when designing games where VEs are embedded into the context of pervasive gameplay. Realistically proportioned game scenes provide a direct link between the physical and the virtual world, which in turn enables direct visualization of player movements or other sensor data from physical locations. In addition to being used in simulation training, and visualizing change for collaborative city planning, virtual city models have the potential to be used as game scenes for both traditional digital games as well as pervasive games. However, aesthetic as well as geographically accurate virtual city models are becoming increasingly accessible. Often the game environment is simplified to a streamlined version of the physical environment to meet the requirements of game scene design. Virtual environments (VEs) that resemble physical environments are already being used in many existing games. Pervasive games take advantage of physical urban infrastructure and latest technological advancements in creative ways to compose gameplay that expands what is considered traditional gaming. ![]()
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