Second Life (SL) is a virtual world where people interact and socialize through virtual avatars. Avatars behave similarly to their human counterparts in real life and naturally de...
A growing body of literature in networked systems research relies on game theory and mechanism design to model and address the potential lack of cooperation between self-intereste...
We present a study of people’s use of positional information as part of a collaborative location-based game. The game exploits self-reported positioning in which mobile players m...
Steve Benford, Will Seager, Martin Flintham, Rob A...
We introduce a location?based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies--the coverage and s...
Marek Bell, Matthew Chalmers, Louise Barkhuus, Mal...
We investigate how people adapt their strategy for interleaving multiple concurrent tasks to varying objectives. A study was conducted in which participants drove a simulated vehi...