Providing Generic Context for Mobile Games on Phones
(Keynote Talk)
Paul Holleis1, Alireza Sahami2, and Albrecht Schmidt2
1
DOCOMO Euro-Labs
Landsberger Str. 312
80687 Munich, Germany
2
University of Stuttgart
Pfaffenwaldring 5a
70569 Stuttgart, Germany
[email protected],
{alireza.sahami,albrecht.schmidt}@vis.uni-stuttgart.de
Abstract. Mobile phone games are played in context. Although such
information has been used in several prototypes, very few context-aware games
have made it beyond the research lab. In our research, we investigate how the
development of context-aware games needs to be changed such that their
commercialization is more feasible and they can be deployed more easily.
Based on the findings of the creation and evaluation of a context-based game
called ContextSnake, we developed a platform named Gatherer which frees the
developer from the burden of collecting, preprocessing, storing, and interpreting
raw sensor data. We introduce the novel concept of generic context which
enables the use of context in mobile applications without having detailed
information about the actual environment in which the system will be deployed.
In order to preliminarily validate the platform, a second game called
ContextInvaders developed on top of this platform is described.
Keywords: Generic context, context-awareness, mobile games, mobile phone.
1 Introduction
Mobile phones have become ubiquitous and a widely adapted powerful computing
platform with multimedia and network capabilities. They offer various options for
creating sophisticated user interfaces and implementing different types of applications
such as games. Built-in cameras, microphones, and color displays as well as different
types of sensors can provide information about the status of the devices and the
context in which it is used. One popular example is using accelerometer sensor data
on the phone to control motions in games.
In order to make games on mobile phones more valuable, they have to be usable in
the users’ everyday situations. The following points distinguish some important
differences to traditional games (i.e. board games or digital games on a PC):
─ As mentioned in [13], “killing time is a killer application”. Therefore, the time
for playing is often short; a typical scenario is waiting for public transports
where people typically spend between 1 and 20 minutes [16].
M. Beigl et al. (Eds.): CONTEXT 2011, LNAI 6967, pp. 5–17, 2011.
© Springer-Verlag Berlin Heidelberg 2011
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P. Holleis, A. Sahami, and A. Schmidt
─ Mobile games are played at different locations in the real world. It is common to
start a game in one place and resume playing somewhere else.
─ Mobile phone games are played as ’filler‘, and interruptions occur frequently,
e.g., when an incoming call is received.
Several projects have looked at mobile gaming, but many of these approaches assume
physically very active users (e.g., running around a city and chasing other players [7])
or users that are disconnected from real world activities (e.g., immersed in the game
only). The initial experience shows that these are not mainstream mobile gaming
scenarios as most people are physically not very active when playing mobile games
[16]. In our research, we focus on using contextual information on mobile phones to
develop games that work everywhere and motivate people to exploit their context. We
evaluate the feasibility of such applications by developing two mobile context-based
games and introduce a platform for mobile phones that manages and provides
contextual information to simplify developing such context-based applications. The
paper makes the following main contributions:
─ Introduction of the concept of generic versus absolute context
─ Overview of the design space and development requirements for generic
contextual games
─ Introduction of context-action-tables as a way of describing the semantics of
context-aware games
─ A platform for developing contextual mobile games
The structure of this paper is as follows: after providing an overview of related work,
we describe how context information can be used in mobile games. We provide
definitions for the distinction between absolute and generic context. In order to show
the feasibility and to examine the requirements for the development of generic
context-aware applications, we introduce a game called ContextSnake. Based on the
findings during its development and the subsequent evaluation, we describe the
design and implementation of a context-aware platform called Gatherer, which
organizes context information available on mobile phones and presents it to
developers in an easy-to-use way. Finally, we show the applicability of the
development platform by describing a second game called ContextInvaders built on
top of this platform.
2 Related Work
In the process of growing competition and search for novel features for mobile
applications, developers have explored the benefits of being able to sense contextual
information such as location information in designing applications. The “Backseat
Gaming” prototype [5] is a mobile game in which the player has to find virtual objects
related to the real world by pointing with the mobile device towards these objects. In
[4] “Tycoon”, a market-based distributed resource allocation system is introduced
where GSM cell information is used to define the positions of the resources in a
trading game. “Feeding Yoshi” is another game in which Yoshis (small creatures)
must be fed with fruits growing in different locations, defined by the availability of
wireless networks in urban environments [2].
Providing Generic Context for Mobile Games on Phones
7
The variety of information described in early research in context-awareness [19]
has not been used to a great extent. Most games and applications making use of
contexts other than location have not made their way into products on a large scale. In
“Fizzees”, motions are used to allow young children to care for a virtual pet [14].
Since the Tamagotchi1 boom in 1996 proved that people are willing to nurture virtual
pets, further games and devices have been developed in this area, e.g., DigiPets2. We
expect that by introducing the notion of generic contexts and by providing a platform
which includes self-learned generic contexts, we can make the use of context types
beyond location easier and more approachable for developers.
Besides, the mobility of people makes way for other types of applications that
interweave with everyday life [2]. This concept is brought further by the idea of
persuasive technology. This includes applications trying to influence users’ behavior
in the real world. The two games we introduce in this paper based on generic context
follow this line of thought. We refer to the book by Bogost [3] for a thorough
treatment of persuasive games. Less game-like examples are the “UbiGreen
Transportation Display” [8], a mobile application prototype that semi-automatically
senses and reveals information about the transportation behavior to encourage green
transportation habits by using mobile phones and the remote control that helps people
spend less time watching TV, as well as the exertion interfaces by Mueller et al. [12].
Researchers also have explored some ways to facilitate the development of
context-aware applications on mobile devices. In order to reduce the efforts of
common tasks and to help developers focus on the application-specific components,
various frameworks with different aims for individual mobile platforms (such as
Symbian, Windows Mobile, etc.) have been introduced. Recent examples can be
found in [10,11,15] which encapsulate certain functionalities and provide services for
other applications. However, none of them focuses on capturing and providing
generic context to the developers.
3 Absolute vs. Generic Context
Although context-aware applications have been the focus of many research projects,
up to now, only very few have matured into commercial services. In location-aware
and mobile gaming, one common approach is to create specific, absolute contexts,
such as absolute positions, that are meaningful within the application. Such games are
fixed to a predefined context and are only economically viable if the number of
potential users is high (e.g., in a large museum). Creating context-aware games or
context-aware applications that work independent of a location, specific time, etc. is a
challenge that needs to be addressed.
3.1 Absolute Context
Definition: An absolute context is a context that is tied to a specific situation such as
a location described in absolute terms. This implies that an absolute context is
independent of the history of the user or device.
1
2
http://en.wikipedia.org/w/index.php?title=Tamagotchi (accessed May 2011)
http://www.digipet.com/ (accessed May 2011)
8
P. Holleis, A. Sahami, and A. Schmidt
Examples for absolute contexts are a location defined by absolute coordinates or the
proximity of a device characterized by a specific id. This has traditionally been used
in context-aware applications: most existing tourist and museum guides running on
mobile devices offer support for a specific setting and location. Either the location of
an interesting site has been fixed or the mobile application reacts on the proximity of
a specific device attached to an artifact. These applications are difficult to migrate to
different scenarios, as it requires at least the redefinition of the absolute context
parameters. To overcome this issue, we define generic contexts that do not depend on
absolute specifications.
3.2 Generic Context
Definition: A generic context is a context that can be described without referencing to
a specific or absolute property. Hence, a generic context can specifically be related to
the history of the user or device.
In the example of a museum guide, there are several levels between absolute and
generic context. Let’s say a mobile application reacts when the user is close to a
specific location (i.e. position in a specific room) and looks at a specific artifact.
When removing the restriction of location, the employed context applies to all copies
of that particular artifact. This can be even more generalized by abstracting this to
only one type of artifact defined by properties such as date, value, size, usage, etc.
Then one instance of a most generic context is the one that does not restrict itself to
any specific components at all but relies on the history of the user contexts. Examples
for such generic contexts are a new place the device has never been before or the
proximity of a set of devices that already have been encountered before (see Fig. 1).
Fig. 1. Examples of absolute vs. generic context
Generic contexts have the advantage that they can be learned (unsupervised)
during usage. A generic context-aware application, once developed, can work in any
environment without manual tweaking. Hence, from a production point of view, they
can be produced to suit a global mass market without additional efforts in creating
specific context descriptions.
Providing Generic Context for Mobile Games on Phones
9
4 ContextSnake
To investigate the usage of context information in mobile games, we developed a
context-aware game called ContextSnake. This development led to the understanding
and refinement of requirements for the context toolkit we describe afterwards. In this
initial phase we deliberately use a very simple game to explore the impact context can
have. We believe that if we can show that even simple games benefit from generic
context this is a strong indicator that this may also be true for more complex games.
4.1 Concept and Design
We decided to use the straightforward and well-known game Snake in which a user
controls a snake moving through a scene and turn it into a context-aware application.
This had the advantages that it simplifies the task of introducing users to the
application and offers great potential for including contextual parameters. We focused
on using simple learning algorithms and statistics to acquire further information about
the context (e.g. finding out the favorite places a user plays in with statistics over the
acquired cell IDs) and storing contextual parameters persistently. This last
requirement is directly connected to fact that people often play mobile games in short
breaks and persistently storing and learning of contextual and conventional game
parameters enables a longer game experience.
For the use of contextual parameters we focused on acquiring the information
about battery power (bat), network signal strength (rss), GSM cell ID (cID), and
system time (t). In comparison to other parameters (e.g., environmental noise, light
condition, Bluetooth devices in vicinity) these parameters are very easy and fast to
acquire. Additionally, they are very robust and rely little on the way the user is
handling the device. Furthermore, for all sensor values a history is kept and we use
functions to abstract the values into higher-level contexts (e.g., frequency of cell
changes, estimated activity of the user).
4.2 Context-Action-Table
To design such games, we suggest using context-action tables. A context-action table
describes the mapping between the sensed parameters and abstracted contexts to the
parameter influenced in the game (appearance, logic, functionality). In Table 1, the
context-action table for the prototype is shown. In each row a context, expressed by a
function on raw context data over time, is described. The values used as input
parameter to the function are typically sensor data, values calculated from sensor data,
and a history of data. Each column reflects behavior in the game. Marks in the
intersections between rows and columns denote a functional dependency. The more
dots in a row, the more often this context is used to influence game parameters; the
more dots in a column, the more dependent on contexts is this game parameter.
Functions then describe the actual mapping, i.e., the semantics of the connection
between context and game content.
The benefit of using such a form of description is that the relationships can be
easily observed and further options for potential new mappings become apparent. In
our prototype, these mappings are selected at the design step and reflect the design
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P. Holleis, A. Sahami, and A. Schmidt
choices of the game’s developers. However, it is feasible to have these mappings
modeled as functions, too. This makes changes during runtime possible, adding
another dimension of options for dynamic and customizable game play.
Table 1. Context-Action-Table for the ContextSnake game
f0 (rsst)
f (rsst,..., rsst-n)
f (bat)
f (cIDt, ..., cIDt-n)
color of the snake
size of the field
size of the snake
the speed of the snake
the size of food items
growth of the snake per food
points earned for a food item
time before new food appears
color of the background
color of the food
f (cID)
Without going into too much detail, some of the mappings between the contextual
parameters and the game shown in Table 1 are as follows:
─
─
─
─
─
Low signal strength increases difficulty (larger snake and smaller field size).
Battery-level roughly proportional to snake speed.
Quicker changes in signal strength / cell IDs increases size of a food item
Visiting an unknown cell ID provides more and more valuable food items
Cell ID defines the background color (other colors are calculated to ensure
contrast).
Overall, the mappings for the prototype have been chosen to be a first attempt to
create a compelling and more diverse gaming experience. The rationale of the
mappings is mainly due to the way the designers want users to play the game. Even
with a restricted set of contextual parameters a large set of relations to the real world
can be included.
4.3 Game Implementation
ContextSnake is realized as a Python script using the Nokia Series 60 Python SDK.
The development was iterative and tests have been conducted throughout the
development using the Series-60 Emulator running on the PC (included in the C++
SDK) as well as in the runtime environment on different phones. The implementation
of the ContextSnake game is based on the example provided with the SDK (snake.py).
A class allows accessing to required system parameters such as GSM information
extended the example. Additional functionality was added to store and access
recorded information (e.g., contextual parameters) and game status information (e.g.,
score) persistently in the phone using a database. Changes in the status are also
directly written to the external database to ensure that all changes are recorded even if
the program is terminated or interrupted. The current implementation was tested and
Providing Generic Context for Mobile Games on Phones
(a) Playing at
home…
(b) … while waiting
for a train…
(c) … while on
the bus…
11
(d) … at the
favorite café.
run with good performance on the Nokia 6630 and Nokia N90 and can be run easily
on newer models supporting Python development.
4.4 Evaluation
To evaluate the game concept and the prototype, we conducted a study including two
parts with ten people, four females and six males, aged between 13 and 32 years. In
the first part, we used general questions to find out about mobile phone usage and
frequency of playing games on mobile phones. During the second part, participants
played the game and explored its features. For this, we observed the participants
during play and discussed their experiences. With the questions in the interview the
participants could express their agreements on a 5-point Likert-scale.
Based on the results, all participants were experienced in using mobile phones.
Nine had experience playing games on the phone (one user once per week and eight
users about once a month). Situations in which they played games were mainly on
public transport or while waiting; only two persons stated that they played mobile
phone games at home. Furthermore, all users understood the concept of ContextSnake
and in general the idea of contextual gaming. All participants agreed (three users) or
strongly agreed (seven users) that the game becomes more interesting when it is
context dependent. Nine out of ten agreed or strongly agreed that they would play the
game at more locations and different places to get a higher score. Besides, all
participants were confident that the game becomes considerably less predictable when
contextual parameters are used and can thus remain more interesting in the long term.
Fig. 2 shows some examples of the game screen and its use in various everyday
situations: playing longer at the same location becomes less rewarding as food gets
scarce, see setting (a). Places with little or no signal strength (e.g., at an underground
station) render the food larger and easier to get, see setting (b). This can turn the
waiting time for a train into a more positive experience. Travelling provides many
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P. Holleis, A. Sahami, and A. Schmidt
location changes and hence a lot of food. The game also motivates users to sometimes
explore different routes as otherwise less food will be available, see setting (c).
Setting (d) shows a specific café where food never becomes scarce; such a game
could be a giveaway of a company that has interest that you come back onto their
premises.
One important finding is that contextual games are a reason to encourage people
exploring their real world environment more (eight participants agreed or strongly
agreed). All participants agreed that ContextSnake is more interesting than the
conventional snake game. Overall, we received as feedback that using contextual
parameters is an intriguing way to make games more interesting. Comments from five
participants included that detecting encounters (e.g., Bluetooth, WLAN) could be
another exciting contextual parameter.
5 Gaming in Context
Generic real-world locations can be linked to a mobile game and provide the stage
that reaches from the real world into the virtual environment, creating the game
canvas. Consider, for instance, a virtual pet game: in order to eat, the pet has to be in a
supermarket, for exercise it has to be in a forest, etc. This pervasive feature adds
physicality, as players have to move to certain locations in order for the pet to feel
well.
Generic context opens several additional opportunities. Continuing the location
example, the game can force the players to seek out new locations or, reversely, the
game only makes sense in a location where they spend most of their time. These
design parameters allow the game designer to induce certain behavior – in the real
world – to the player. This has obviously severe implications on the player’s behavior
in the real world and hence includes ethical issues, e.g., what is more desirable, to
create a game that makes people stay at home or that makes people go and play in
places where they meet others?
Further to location, investigations in context and context-awareness in previous
projects such as [18] show that there is a great set of information that can be taken
into account. Examples of real world contexts and a sample way of estimating
whether this context applies at the current situation we found to be important include:
─ being in a place that a user has never visited before (unknown GSM base
station)
─ being in a place that is minimally populated (seeing only one GSM base station)
─ being in a very quiet environment (based on the noise level from the
microphone)
─ being outside in daylight (based on images captured from the phone camera)
─ being in a crowded place (several other Bluetooth devices visible)
Although the use of context is gaining importance with an increasing number of
pervasive computing applications, it is still a challenge to enable applications to make
use of context information. This is especially true for mobile applications, as they are
not bound to specific context but rather generic ones. Learning from implementing
ContextSnake, we see the strong requirement for a platform on a system level that
Providing Generic Context for Mobile Games on Phones
13
provides not only real-world context information but also aggregates, abstracts, and
interprets raw data and translates the abstract context data to a more generic one.
Specific requirements are:
─
─
─
─
─
A history on which generic context and many algorithms (e.g. profiling) rely on
Supporting generic context and not only absolute context information
Extensibility: a modular platform should easily accept new types of sensors etc.
Interoperability: an open platform should accept different data formats
Independent of any sensor network or infrastructure for enabling contextawareness
By using such a platform, developers should be enabled to create games that are
dynamic, context-aware, learn about their environment and users’ mobility, and
behave differently in different situations so that they are consistent in their reaction to
the environment without being fully predictable.
6 Framework: The Gatherer
To fill the gaps and fulfill the requirements described in the previous section and to
enable mobile applications to access different types of contextual information, a
platform called Gatherer was implemented running on top of existing infrastructure in
a mobile phone. The Gatherer enables developers to access context information and
frees them from developing the whole process chain of collecting raw sensor data,
preprocessing, storing, and interpreting it. Developers can treat the Gatherer as a
black box, which provides various context data and they need only focus on designing
their applications. It not only assists in the creation of context-aware applications but
also supports rapid prototyping as it provides various data formats, hence, developers
do not need to take care of accessing and processing information.
The Gatherer platform is a Python-based application running as a background
process (server) on mobile phones and handles the whole process of sensing,
preprocessing, storing, interpreting, and formatting context data. This system can be
installed and used on mobile phones that include the Python interpreter such as Nokia
Symbian phones. In the design stage, it was decided to separate the sub-processes of
the platform due to easy maintenance and expansion. Thus, a modular microkernellike design was chosen for the software architecture. This speeds up the development
process and new features can be easily added to the system. The system is divided
into four layers:
─ Device Abstraction Layer: the actual sensing mechanism, pulling data from
available sensors on the phone, preprocessing (aggregating / smoothing) and
storing them. Supported sensors include: physical (e.g. accelerometer);
infrastructural (GSM cell ids, battery level, nearby Bluetooth enabled devices);
informational (incoming / outgoing text messages / calls).
─ Persistency Layer (database): produces the context history by storing sensed
context data. In accordance with Dey et al. [6], we use a name-value tuple as the
main data type for the context-aware applications.
─ Context Conversion Layer: includes all data access methods and processes all
requests from client applications and produces a collection of tuples.
14
P. Holleis, A. Sahami, and A. Schmidt
─ Formatting Layer: formats the data retrieved from the Context Conversion
Layer based for specific requests. Currently provided are XML, JSON, and
simple CSV.
On the other side, context-based applications (clients) which want to use the Gatherer
platform simply establish a connection to a specific port on the localhost of the
mobile phone and send requests. In the requests, the required context information and
data format are specified. The clients can then extract the information from the
responses.
7 ContextInvaders
In order to explore how the usage of context information in combination with
traditional games can change the compelling and fun part of a game experience,
another game called ContextInvaders was developed. In addition, it served as an
example to evaluate the Gatherer platform. ContextInvaders is based on the Space
Invaders game3 – one of the first arcade shooting games released in 1978. In contrast
to the original game, it uses context information to modify the game’s parameters.
The mission of the player is to save the earth from an alien invasion by shooting their
spaceships before they reach the earth using a laser cannon. As the aliens also shoot
the player, one can take cover behind defense bunkers placed between the player and
the aliens.
Table 2 shows the context-action table for the ContextInvaders game. As the
Gatherer platform handles context acquisition, representation, interpretation, and
provides more generic data, the table can now be written with more generic and
understandable descriptions. The table explains what kind of information provided by
the Gatherer is used within the game logic:
─ Average movement (by accelerometer) modifies the player’s speed
─ Current GSM cell ID and duration spent in a location influences game
parameters (e.g. number of lives, number of spaceships, …)
─ Current time modifies background and spaceship’s color (simulating day /
night)
─ Battery level information changes the amount of the player’s shots
7.1 Preliminarily User Study
The ContextInvaders game was evaluated with ten participants, five males and
females (age range 19-24), who all had a gaming background on mobile phones. The
game and the Gatherer framework were installed on a Nokia N95. The users played
both the classical Space Invaders and ContextInvaders for three days in a row and
provided feedback through a questionnaire.
Although all users understood the concept and meaning of context-aware games,
not all were able to find out how the sensed context information changed the game.
The main reason might have been the lack of context parameters visualization in
the game as described in the previous prototype. Interestingly, just three of
3
http://en.wikipedia.org/wiki/Space_Invaders (accessed May 2011)
Providing Generic Context for Mobile Games on Phones
15
the participants stated that this encouraged them to play the game at different
locations in order to achieve more scores. This can be partially attributed to the fact
that mobile games are mostly played when there is some time to kill between events
of interest [13].
The question whether the context enhanced mode was more challenging to play
than the normal mode divided the group into half. This is probably the result of
the usage of context parameters, which makes the game harder or easier based on the
phone’s status. Another important factor can be the different gaming experiences the
participants had. Some of the features are only available and more feasible when
using the game for a longer period of time and thus experiencing more of the defined
generic situations.
Table 2. Context-action table for the ContextInvaders game. LP (directly proportional) means
an increase in context parameter value leads to an increase in the game’s parameters; IP
(inversely proportional) means an increase in context value leads to a decrease in the game’s
parameters.
Battery
level
Location
familiarity
Enter new
location
number of aliens spaceships
IP
LP
number of player’s lives
LP
IP
player movement speed
color of the background
number of player’s shots
Time
of day
color of spaceships
Crowdedness
LP
number of bunkers
number of points
User
activity
LP
IP
IP
LP
8 Discussion and Conclusion
Playing in context is a reality as users already play games with mobile devices in a
variety of everyday situations. So far, most games are still ignorant of the actual
physical environment. We have assessed how mobile gaming can benefit from the
mobile usage model and investigated what opportunities arise in the domain of
contextual gaming. Introducing the concept of generic context, we showed that
interesting contextual elements can be added without the effort of specifically
designing applications and games for a specific environment.
To validate the concepts, we implemented a context-aware version of the popular
Snake game available on most mobile phones. Beyond using the current context, we
saw that using statistics over context histories as parameters for the game is also
promising as a parameter. For visualizing the mapping between context information
and the parameters in a contextual game, we introduced the context-action table. Our
evaluation of the game based on interviews and the users playing the game provides
evidence that making games context-aware will make them more interesting – and
this applies even to very simple games. The game can receive a more realistic touch
and become much more intriguing over time when physically moving around has a
direct impact on the game.
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P. Holleis, A. Sahami, and A. Schmidt
From implementing and evaluating the relatively simple game, we learned and
discussed requirements for creating a platform on the system level for the
development of such applications. Especially when using parameters that rely on
context-histories (e.g., how familiar is this place / has the user ever been here
before?), a common contextual gaming platform is beneficial for game developers.
The Gatherer platform was introduced to give developers access to context
information by taking care of the whole process chain of collecting raw sensor data,
preprocessing, storing, interpreting, and providing more generic data. Based on its
flexible core and system structure, this platform can be easily extended and run on
various platforms. A second game, ContextInvaders was then developed on top of the
Gatherer platform. It is a context-aware variant of the well-known Space Invaders
game. The game’s logic uses different types of context information provided by the
Gatherer to modify the parameters.
One main advantage of using generic contexts is that the developers do not need to
know the actual location and context of deployment; hence, applications built on this
concept are easier to deploy and maintain. Using generic contextual parameters, game
designers can create games that trigger people to interact with their environment and
with others in novel and playful ways, enabling easier designs for Homo Ludens [9].
Games can be created to push the players towards a certain behavior, e.g. encourage
people to explore their environments or to go to certain places.
9 Future Work
In this paper we focused on using generic context in games and showing the potential
in this domain. Our experience so far suggests that the notion of generic context may
also be useful for context-aware applications in general. To our knowledge, many
context-aware applications do not make their way from the laboratory to the real
world, as defining the absolute contexts required on a national or global scale is not
practical. In future work we plan to assess how the concept of generic contexts can
help to provide more context-aware locations in realistic environments.
A further dimension of future work evaluates how interaction with games and
applications changes when the application logic is linked to generic contexts. We
assume that when people learn that some of their actions have impact on the game, it
may lead to a change of their behavior to maximize the benefit, without even
reflecting on their behavior change, e.g., opting for the bus instead of the subway as
the game is more exciting on the bus route. We plan to investigate if this can be used
to take the concept of implicit interaction [17] to a new level where people are
subconsciously influenced.
One promising domain is the creation of persuasive games. By providing
incentives in the game that are linked to actions in the physical world we image many
possibilities. Such an approach may have interesting implications in designing
healthcare and wellness application but can be frightening at the same time if we
think of possibilities in advertising.
Providing Generic Context for Mobile Games on Phones
17
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