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Les usages émergents d'un jeu multijoueurs sur terminaux mobiles géolocalisés: Les conséquences interactionnelles des "rencontres d'écran"

  • Christian Licoppe
  • , Yoriko Inada

Résultats de recherche: Le chapitre dans un livre, un rapport, une anthologie ou une collectionContribution à une conférenceRevue par des pairs

Résumé

This communication a case study about the uses in Japan of a multiplayer location aware mobile game. The gameplay is a collection game where users must gather sets of "virtual" objects. This case study of a commercially available location-aware multiplayer game provides a glimpse of what the experience of inhabiting an augmented urban public space might be like, and of the kind of social order and emergent "form-of-life" that might characterize it.The key feature is an onscreen map which features geo-localized players and virtual objects within a radius of 500 meters. This interface allows players to "see" one another onscreen. We analyze the interactional conventions that develop through such mediated encounter. How can "seing" one another in this way, and the geographical proximity it entails, become a pretext to start text-messaging exchanges. We discuss how such encounters involving mutual perception on the screen of the mobile phone are embodied, by analyzing the work users occasionally accomplish to realign their onscreen perspective with their embodied one.

langue originaleFrançais
titreProceedings of the 2nd French-Speaking Conference on Mobility and Ubiquity Computing, UbiMob '05
Pages49-56
Nombre de pages8
Les DOIs
étatPublié - 1 déc. 2005
Evénement2nd French-Speaking Conference on Mobility and Ubiquity Computing, UbiMob '05 - Grenoble, France
Durée: 31 mai 20053 juin 2005

Série de publications

NomACM International Conference Proceeding Series
Volume120

Une conférence

Une conférence2nd French-Speaking Conference on Mobility and Ubiquity Computing, UbiMob '05
Pays/TerritoireFrance
La villeGrenoble
période31/05/053/06/05

mots-clés

  • instant messaging
  • instant messaging corpus
  • interaction
  • location-aware systems
  • mobile multiplayer game
  • mobility
  • public space
  • qualitative study
  • screen encounters
  • ubiquity

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