Understanding situated action in ludic ecologies
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In order to understand the social mechanics of alternate reality games, this paper presents a situated action analysis of one game, "I Love Bees". We examine the action traces found within the ILB forum accounts around teamwork and puzzle solving. The playful assemblages demonstrate that the presence or absence of certain non-human actants has a definite impact on each "ludic ecology," and that each impact is contextually specific. We found that the careful design of in-game challenges by the game designers worked differently in practice because of the impact of unconsidered non-human actants. In response, players formed teams and adopted technologies to overcome their specific temporal, spatial and organizational constraints. Therefore, designers need to provide appropriate sociotechnical infrastructure to support player needs, and nonhuman actants should be considered when studying and designing hybrid digital/physical environments.
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Number of citations to item: 3
- Rui Pan, Henry Lo, Carman Neustaedter (2017): Collaboration, Awareness, and Communication in Real-Life Escape Rooms, In: Proceedings of the 2017 Conference on Designing Interactive Systems, doi:10.1145/3064663.3064767
- Hanieh Shakeri, Samarth Singhal, Rui Pan, Carman Neustaedter, Anthony Tang (2017): Escaping Together, In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116601
- Daniel Lambton-Howard, Robert Anderson, Kyle Montague, Andrew Garbett, Shaun Hazeldine, Carlos Alvarez, John A. Sweeney, Patrick Olivier, Ahmed Kharrufa, Tom Nappey (2019): WhatFutures, In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, doi:10.1145/3290605.3300389