Research Article
Evaluation of Pervasive Games: Recruitment of Qualified Participants Through Preparatory Game Phases
@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
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.