The aim of this thesis is to compare two different interface approaches for pervasive gameswith a focus on immersion. We designed and created two small pervasive games and implemented bothon two different platforms; smartphone and wearable device. We created four pervasive gameprototypes which we tested with a group of fourteen testers. We subsequently conducted interviewsusing the Repertory Grid Technique. The findings suggest that our testers appreciated wearable devicesmore than smartphones in the context of immersion, while they identified characteristics theyassociated with each platform; Smartphones were considered familiar, inconspicuous, casual but notvery exciting. Wearables were considered a new experience and fun but also strange and attention-drawing.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-20571 |
Date | January 2014 |
Creators | Gkouskos, Antonis |
Publisher | Malmö högskola, Fakulteten för teknik och samhälle (TS), Malmö högskola/Teknik och samhälle |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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