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CRITICAL
2005

Involving non-players in pervasive games

13 years 6 months ago
Involving non-players in pervasive games
In traditional computer games, it is not uncommon for the game world to be inhabited by numerous computergenerated characters, Non-Player Characters (NPCs). In pervasive games, players play among human non-players as well and it becomes very tempting to use them as a game asset; as non-playing characters. Humans behave unpredictably and intelligently, and for this reason games set in real social context become more challenging for players than any preprogrammed environment can be. But however tempting the idea is, the use of non-players has implications on people’s personal privacy. We report on a scenario-based study where people were interviewed about a set of game designs, all to some extent relying on information about non-players. We propose that in particular non-player anonymity and the ability to hold players accountable for their actions will affect nonplayer acceptance of pervasive games. Keywords Pervasive gaming, proximity games, locative games, nonplayer characters, Blu...
Jenny Niemi, Susanna Sawano, Annika Waern
Added 13 Oct 2010
Updated 13 Oct 2010
Type Conference
Year 2005
Where CRITICAL
Authors Jenny Niemi, Susanna Sawano, Annika Waern
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