About | Contact Us | Register | Login
ProceedingsSeriesJournalsSearchEAI
Internet of Things. User-Centric IoT. First International Summit, IoT360 2014, Rome, Italy, October 27-28, 2014, Revised Selected Papers, Part I

Research Article

Evaluation of Pervasive Games: Recruitment of Qualified Participants Through Preparatory Game Phases

Download(Requires a free EAI acccount)
285 downloads
Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-319-19656-5_18,
        author={Vlasios Kasapakis and Damianos Gavalas and Thomas Chatzidimitris},
        title={Evaluation of Pervasive Games: Recruitment of Qualified Participants Through Preparatory Game Phases},
        proceedings={Internet of Things. User-Centric IoT. First International Summit, IoT360 2014, Rome, Italy, October 27-28, 2014, Revised Selected Papers, Part I},
        proceedings_a={IOT360},
        year={2015},
        month={7},
        keywords={Pervasive games Evaluation User trials},
        doi={10.1007/978-3-319-19656-5_18}
    }
    
  • Vlasios Kasapakis
    Damianos Gavalas
    Thomas Chatzidimitris
    Year: 2015
    Evaluation of Pervasive Games: Recruitment of Qualified Participants Through Preparatory Game Phases
    IOT360
    Springer
    DOI: 10.1007/978-3-319-19656-5_18
Vlasios Kasapakis1,*, Damianos Gavalas1,*, Thomas Chatzidimitris1,*
  • 1: University of the Aegean
*Contact email: v.kasapakis@aegean.com, d.gavalas@aegean.com, tchatz@aegean.com

Abstract

In this paper we present the evaluation process for , a pervasive role playing game. involves an invitational (preparatory) and a main execution phase. The former is freely available though Google Play store and may be played anytime/anywhere. The latter defines three inter-dependent player roles acted by players who need to collaborate in a treasure hunting game. The eligibility of players for participating in the main game phase is restricted among those ranked relatively high in the invitational phase. Herein, we investigate the impact of the invitational game mode on the players overall game experience. The main hypothesis tested is that game awareness (gained from participating in a preliminary game phase) may serve as a means for recruiting the most suitable subjects for user trials on pervasive game research prototypes.

Keywords
Pervasive games Evaluation User trials
Published
2015-07-22
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-319-19656-5_18
Copyright © 2014–2025 ICST
EBSCOProQuestDBLPDOAJPortico
EAI Logo

About EAI

  • Who We Are
  • Leadership
  • Research Areas
  • Partners
  • Media Center

Community

  • Membership
  • Conference
  • Recognition
  • Sponsor Us

Publish with EAI

  • Publishing
  • Journals
  • Proceedings
  • Books
  • EUDL