User-Generated Content in Pervasive Games

被引:9
|
作者
Kasapakis, Vlasios [1 ]
Gavalas, Damianos [2 ]
机构
[1] Univ Aegean, Dept Cultural Technol & Commun, Mitilini, Greece
[2] Univ Aegean, Dept Prod & Syst Design Engn, Syros, Greece
来源
COMPUTERS IN ENTERTAINMENT | 2018年 / 16卷 / 01期
关键词
Pervasive games; role-playing; user-generated content; portability; openness; orchestration;
D O I
10.1145/3161570
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
User-generated content (UGC) is already incorporated in several computer game instances wherein the players may create, edit and release their own content to the game world, thus influencing the game's evolution as well as the experience of other players. Lately, pervasive games have emerged as an exciting new development in gaming extending the boundaries of play out in the realword. The effectiveness of pervasive games in creating immersive live-action game experiences principally depends on the correlation of the game content with actual physical elements. To address this issue, most pervasive game prototypes so far have been bound to specific locations, while game content has been manually edited by the developers; they have also been heavily dependent on the mediation of orchestration teams. Nevertheless, the capacity of pervasive games to be staged anywhere (i.e. their portability) is critical for their wider adoption and commercial success. Since the manual creation of game content is not feasible in portable games, UGC remains as the only practical option for content provision. Notably, the impact of UGC has not been studied so far in the pervasive games literature. This article introduces Barbarossa, a pervasive role-playing game based on UGC. Barbarossa serves as a testbed for investigating the effect of UGC under diverse technical, functional and game play characteristics. The user trials of Barbarossa confirmed that the effective use of UGC can enhance the quality of experience perceived by players and indirectly serve as a useful orchestration tool. We also document best practices with respect to the effective use of UGC in pervasive games, which could be useful to future developers.
引用
收藏
页数:23
相关论文
共 50 条
  • [41] From user-generated content to a user-generated aesthetic: Instagram, corporate vernacularization, and the intimate life of brands
    Simatzkin-Ohana, Liron
    Frosh, Paul
    [J]. MEDIA CULTURE & SOCIETY, 2022, 44 (07) : 1235 - 1254
  • [42] Detection of Branded Posts in User-Generated Content
    Levallois, Clement
    [J]. SOCIAL COMPUTING AND SOCIAL MEDIA, PT II, SCSM 2024, 2024, 14704 : 304 - 312
  • [43] Arabian Photos: Investigating User-Generated Content
    Syed-Ahmad, Sharifah Fatimah
    Pengiran-Kahar, Dayangku Ida Nurul-Fitri
    Lahadzir, Azlinda
    Murphy, Jamie
    [J]. INFORMATION AND COMMUNICATION TECHNOLOGIES IN TOURISM 2010, 2010, : 591 - +
  • [44] An analysis of user-generated content for hotel experiences
    Barreda, Albert
    Bilgihan, Anil
    [J]. JOURNAL OF HOSPITALITY AND TOURISM TECHNOLOGY, 2013, 4 (03) : 263 - 280
  • [45] USER PERCEPTION OF THE QUALITY, VALUE, AND UTILITY OF USER-GENERATED CONTENT
    Kim, Changsu
    Jin, Ming-Hua
    Kim, Jongheon
    Shin, Namchul
    [J]. JOURNAL OF ELECTRONIC COMMERCE RESEARCH, 2012, 13 (04): : 305 - 319
  • [46] Content Quality Assurance on Media Platforms with User-Generated Content
    Zhu, Xingzhen
    Lang, Markus
    Dietl, Helmut Max
    [J]. JOURNAL OF THEORETICAL AND APPLIED ELECTRONIC COMMERCE RESEARCH, 2023, 18 (03): : 1660 - 1686
  • [47] The influence of user-generated content on video game demand
    Brunt, Christopher S.
    King, Amanda S.
    King, John T.
    [J]. JOURNAL OF CULTURAL ECONOMICS, 2020, 44 (01) : 35 - 56
  • [48] The Social Media Dispositive and Monetization of User-Generated Content
    Zajc, Melita
    [J]. INFORMATION SOCIETY, 2015, 31 (01): : 61 - 67
  • [49] User-generated content, free labour and the cultural industries
    Hesmondhalgh, David
    [J]. EPTIC, 2015, 17 (01): : 161 - 184
  • [50] User-generated content versus works in the context of copyright
    Szpinger, Wlodzimierz
    [J]. E-MENTOR, 2009, (01): : 7 - 11