Interactivity, Game Creation, Design, Learning, and Innovation. 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings

Research Article

BioSpil: Bringing Interactivity and Gaming into a Cinema-Context

  • @INPROCEEDINGS{10.1007/978-3-319-76908-0_43,
        author={Tobias Tretow-Fish and Dan Andersen and Lisa Larsen and Eva Brooks},
        title={BioSpil: Bringing Interactivity and Gaming into a Cinema-Context},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30--31, 2017, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2018},
        month={3},
        keywords={BioSpil Interactivity Games Commercials Mobile phones Cinema Game design theory Explorative study Thematic analysis},
        doi={10.1007/978-3-319-76908-0_43}
    }
    
  • Tobias Tretow-Fish
    Dan Andersen
    Lisa Larsen
    Eva Brooks
    Year: 2018
    BioSpil: Bringing Interactivity and Gaming into a Cinema-Context
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-319-76908-0_43
Tobias Tretow-Fish1,*, Dan Andersen1,*, Lisa Larsen1,*, Eva Brooks1,*
  • 1: Aalborg University
*Contact email: ttreto16@student.aau.dk, dande16@student.aau.dk, lkla14@student.aau.dk, eb@learning.aau.dk

Abstract

This paper presents a study on a current phenomenon conceptualized as BioSpil, which brings interactivity and gaming into a cinema context. The study focused on two questions, namely in what way BioSpil can be called a game, and how it functions as a social game. The study applied an ethnographic approach. The analysis showed that BioSpil had a game-like character, but were, to a certain extent, in conflict with two of Calliois’ categories that can define a game, namely being free and separate in time and space. The aspect of a game as being free, is not only dependent on accessibility in terms of devices, but also on cultural and contextual factors. This influenced the conditions of what constitute accepted and expected behaviors of visitors in a cinema-context. Furthermore, the analysis identified that BioSpil offered three kinds of social spaces; an active, a passive, and an external space.