Skip to main content

Multiplayer Gaming in Traffic Encounters

  • Chapter
  • First Online:
Social Media on the Road

Part of the book series: Computer Supported Cooperative Work ((CSCW,volume 50))

  • 799 Accesses

Abstract

We turn to traffic encounters in an attempt to provide an inspirational pattern of game play for children in the back seat . Contingent traffic encounters, such as rapid frontal meetings, protracted overtaking, or gatherings constitute an essential part of the experience of traveling along a road. We suggest that these meetings can be used to create fun and compelling game experiences. The time for interaction is very limited and we have therefore turned to the area of tangible Tangible interaction user interfaces, which were originally developed to close a gap between parallel but related activities in a real and a virtual world, to design our game device. The Road Rager enables game play by wireless ad hoc Mobile ad hoc networking networking technology between car passengers as they convene within a limited range. The game device is aware of the player’s aiming direction by means of a digital compass, and the geographical position . A duel is automatically launched when two players are within wireless range.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 159.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    This chapter draws upon research presented as Brunnberg and Juhlin (2006). Reprinted from the publication with permission from Springer Verlag.

References

  • Barkhuus L, Chalmers M et al (2005) Picking pockets on the lawn: the development of tactics and strategies in a mobile game. In: Proceedings of Ubicomp’05—the seventh international conference on ubiquitous computing, Tokyo, pp 358–374

    Google Scholar 

  • Björk S, Falk J et al (2001) Pirates!—using the physical world as a game board. In: Proceedings of Interact’2001, conference on human–computer interaction, Tokyo, Japan, pp 423–430

    Google Scholar 

  • Brunnberg L, Juhlin O (2006) Keep your eyes on the road and your finger on the trigger—designing for mixed focus of attention in a mobile game for brief encounters. In: Proceedings of the fourth international conference on pervasive computing. Springer, Heidelberg, pp 169–186

    Google Scholar 

  • Eskelinen M (2001) The gaming situation. Game Stud Int J Comput Game Res 1 (1), http://www.gamestudies.org/0101/eskelinen/. Accessed 15 July 2010

  • Fiske J (1982) Kommunikationsteorier—En introduktion. Wahlström & Widstrand, Stockholm,

    Google Scholar 

  • Ishii H, Wisneski C et al (1999) PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play. In: Proceedings of CHI’99, conference on human factors in computing systems, Pittsburgh, PA, pp 394–401

    Google Scholar 

  • Koleva B, Benford S, Greenhalgh C (1999) The properties of mixed reality boundaries. In: Proceedings of the sixth European conference on computer-supported cooperative work, Copenhagen, Denmark, pp 119–137

    Google Scholar 

  • Magerkurth C, Memisoglu M, Engelke T (2004) Towards the next generation of tabletop gaming experiences. In: Proceedings of GI’04, conference on graphics interface, London, ON, Canada, pp 73–80

    Google Scholar 

  • Mandryk RL, Maranan DS, Inkpen KM (2002) False prophets: exploring hybrid board/video games. In: Extended abstracts of CHI’02, conference on human factors in computing systems, Minneapolis, MN, pp 640–641

    Google Scholar 

  • Mueller F, Agamanolis S, Picard R (2003) Exertion interfaces: sports over a distance for social bonding and fun. In: Proceedings of CHI’03, conference on human factors in computing systems Ft. Lauderdale, FL, USA, pp 561–568

    Google Scholar 

  • Sanneblad J, Holmquist LE (2003) Designing collaborative games on handheld computers. In: Proceedings of SIGGRAPH’03 sketches & applications, international conference on computer graphics and interactive techniques, San Diego, USA

    Google Scholar 

  • Trevisan DG, Gemo M et al (2004) Focus-based design of mixed reality systems. In: Proceedings of the third annual conference on task models and diagrams, Prague, Czech Republic, pp 59–66

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Oskar Juhlin .

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag London Limited

About this chapter

Cite this chapter

Juhlin, O. (2010). Multiplayer Gaming in Traffic Encounters. In: Social Media on the Road. Computer Supported Cooperative Work, vol 50. Springer, London. https://doi.org/10.1007/978-1-84996-332-9_14

Download citation

  • DOI: https://doi.org/10.1007/978-1-84996-332-9_14

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84996-331-2

  • Online ISBN: 978-1-84996-332-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics