Pervasive Presence: Blast Theory’s Day of the Figurines by Matt Adams, Steve Benford and Gabriella Giannachi



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Acknowledgments
We gratefully acknowledge the support of the IPerG project (www.pervasive-gamng.org) funded under the European Union’s Framework VI Information Society Technologies programme, including contributions from our fellow IPerG partners. Research for this article was also conducted in the context of ‘Performing Presence: from the live to the simulated’, a four year collaboration between University of Exeter, Stanford University and University College London funded by the Arts and Humanities Research Council (AHRC), UK.

1 C. Magerkurth, A.D. Cheok, R. Mandryk, and T. Nilsen (2005) 'Pervasive Games: Bringing Computer Entertainment Back into the Real World', ACM Computers In Entertainment, 3:3, July, article 4A, 2.

2 M. Capra, M. Radenkovic, S. Benford, L. Oppermann, A. Drozd, M. Flintham, (2005) ‘The Multimedia Challenges Raised by Pervasive Games’, MM’05, November 6-11, Singapore, 89.

3 J.D. Bolter and R. Grusin (2000) Remediation: Understanding New Media, 3rd edn, Cambridge, Massachusetts: The MIT Press.

4 H. Rheingold (2002) Smart Mobs: The Next Social Revolution, Cambridge, MA: Perseus Publishing.

5 D. Haraway (1991) Simians, Cyborgs, and Women: The Reinvention of Nature, London: Free Association Books.

6 M. Flintham, K. Smith, S. Benford, M. Capra, J. Green, C. Greenhalgh, M. Wright, M. Adams, N. Tandavanitj, J. Row Farr, I. Lindt (2007) ‘Day of the Figurines: A Slow Narrative-Driven Game for Mobile Phones Using Text Messaging’, unpublished paper.

7 Ibid.

8 M. Montola (2005) ‘Exploring the Edge of the Magic Circle, Defining Pervasive Games’. Proc. Digital Experience: Design, Aesthetics, Practice conference, Copenhagen.

9 Flintham, et al (2007), op. cit.

10 M. Flintham, S. Benford, R. Anastasi, T. Hemmings, A. Crabtree, C. Greenhalgh, N. Tandavanitj, M. Adams, J. Row-Farr (2003) ‘Where on-line meets on the streets: experiences with mobile mixed reality games’, Proceedings of the ACM CHI 2003 Conference on Human Factors in Computing Systems, Vol. 1, pp. 569-576.

11 S. Benford, A. Crabtree, S. Reeves, M. Flintham, A. Drozd, J. Sheridan, and A. Dix (2006) ‘The Frame of the Game: Blurring the Boundary Between Fiction and Reality in Mobile Experiences’, CHI 2006, April 22-27, 47-436.

12 M. Adams (2005) interview to G. Giannachi, London, 11 April 2005, G. Giannachi’s private archive.

13 J. Baudrillard (1998; [1970]) The Consumer Society, trans. C. Turner, London: Sage Publications, p. 124.

14 Ibid., p. 120.

15 S. Benford (ed.) (2006) ‘WP12: City as Theatre Deliverable D12.4 Evaluation of the first City as Theatre Public Performance’. Contributors: M. Capra, S. Benford, M. Flintham, A. Drozd, A. Crabtree, M. Räsänen, E. Tallyn, N. Tandavanitj, M. Adams, J. Row Farr, L. Opperman, E. Kanjo, J. Fischer Version2 Release date: 10 February 2006. Available online: http://www.pervasive-gaming.org/index_swf.html (last accessed 17/6/06), p. 40.

16 Ibid., p. 43.

17 Ibid., p 1.

18 Ibid.

19 G. Deleuze ([1993]; 2006) The Fold, tr. by T. Coley, London and New York: Continuum, p. 6.

20 Ibid., p. 24.

21 Ibid., p. 39.

22 In N. Wardrip-Fruin and P. Harrigan (eds) (2004) First Person: New Media as Story, Performance, and Game, Cambridge, Massachusetts and London: The MIT Press, p. 161 and in K. Salen and E. Zimmerman (2004) Rules of Play: Game Design Fundamentals, Cambridge Massachusetts and London: The MIT Press, p. 79.

23 In Salen and Zimmerman, op. cit., pp. 72-3.

24 In Wardrip and Harrigan, op. cit., p. 160 and Salen and Zimmerman, op. cit., p. 80.

25 In Salen and Zimmerman, op. cit., p. 80.

26 In Wardrip and Harrigan, op. cit., p. 159.

27 M. Adams (2005a) 'Highlight: Day of the Figurines', IPerG Newsletter, August 2005, available online: http://www.pervasive-gaming.org/index_swf.html (last accessed 15 June 2006).

28 Gygax in Salen and Zimmerman, op. cit., p. 81.

29 L. Manovic (2006) ‘Interaction as an aesthetic event’. Available online: http://www.receiver.vodafone.com (last accessed 27 December 2006).

30 J. Brouwer, A. Mulder, S. Charlton (2003) Information is Alive, V2, Rotterdam: NAI Publishers, p. 34.

31 See Benford (2006) op. cit.. See also S. Benford, A. Crabtree, M. Flintham, A. Drozd, R. Anastasi, M. Paxton, N. Tandavanitj, M. Adams, and J. Row-Farr, J. (2006) ‘Can you see me now?’ ACM Transactions on Computer Human Interaction, 13(1), 100-133 and S. Reeves, S. Benford, C, O’Malley, M. Fraser (2005) ‘Designing the Spectator Experience’, CHI 2005, April -7, 741-750.

32 G. Giannachi (2004) Virtual Theatres: an Introduction, London and New York: Routledge.

33 E. Nieuwdorp (2005) ‘The Pervasive Interface: Tracing the Magic Circle’, Proceedings of DiGRA 2005 Conference. Available online http://www.digra.org/dl/db/06278.53356.pdf (last accessed 23 December 2006), p. 5.

34 P. Eisenman (1986) Moving Arrows, Eros and Other Errors, An Architecture of Absence, Box 3 London: Architectural Association, p. 5.

35 Ibid., p. 6. Original emphasis.

36 P. Phelan (1993) Unmarked: The Politics of Performance, London and New York: Routledge, p. 117.

37 S. Benford, and M. Capra (eds) (2005) ‘WP5: Design and Evaluation Deliverable D5.2: Design and Evaluation Literature’. Review. Contributors: S. Benford, M. Capra, M. Flintham, A. Crabtree, A. Drozd, L. Oppermann, U. Pankoke-Babatz, S. Björk, A. Waern, L. Ermi, A. Jäppinen, M. Montola Version 1, 13th April 2005. Available online: http://www.pervasive-gaming.org/index_swf.html (last accessed 17/6/06), p. 27.

38 Ibid., p. 28.

39 Heeter in Ibid., p. 27.

40 M. Slater (2002) ‘Presence and the Sixth Sense’, Presence: Teleoperators & Virtual Environments, 11(4), p. 435.

41 Ibid., p. 437.

42 M. Ito (2003) ‘Mobile phones and the appropriation of place’, Receiver, Available online: http://www.receiver.vodafone.com (accessed 23 December 2006).

43 M. Castells, M. Fernández-Ardèvol, J.L. Qiu, A. Sey (2007) Mobile Communication and Society: A Global Perspective, Cambridge, Massachusetts and London: The MIT Press, p. 156-7.

44 Ibid., p. 248.

45 S. Plant (2001) ‘On the Mobile’, Receiver. Available online: http://www.receiver.vodafone.com (last accessed 27 December 2006).

46 Rheingold, op. cit.

47 Castells, et al. op. cit., p. 249.

48 Ibid.., p. 82.

49 Ibid. p. 108.

50 J.E. Katz and M. Aakhus (2002) Perpetual Contact: Mobile Communication, Private Talk, Public Performance, Cambridge: Cambridge University Press, p. 2.

51 Castells et al, op. cit., p. 151.

52 G. Goggin (2006) Cell Phone Culture, London and New York: Routledge, p. 11 and, of course, B. Latour (2005) Reassembling the Social: An Introduction to Actor-Network Theory, Oxford: OUP.


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