The intelligence of environments 179
7 For that terminology, see, for example Bell et al. (2006), Dieber et al. (2010), Korhonen
et al. (2008) and Rashid et al. (2006).
8 The field trials or “demonstrations” took place in late 2010 and early 2011. The groups
were each sized about 12–15 people. Video recordings were taken of the trials, in
which each group was provided with GeoBashing-equipped mobile handsets and set
out to play simultaneously, and informal group interviews were conducted after the
trials. In terms of social research methodology, the empirical setting was rather casual,
and so are the empirical observations in this section. Acknowledgements go out to my
co-researchers Oana Mitrea and Matthias Wieser – and, of course, to the GeoBashing
developers, especially Bernhard Dieber, Thomas Grassauer and Jakob Mayring, for
their interest in our interest in the game.
9 Under a much more practical aspect, MMMOGs could become pioneer applications
for ad hoc networks, for reasons that are only indirectly related to the gaming purposes:
as mobile games played in real time require the players’ devices to be in permanent
online status and, ideally, to have push channels available, the effects on battery life
would be considerable. Ad hoc networking, in which these tasks could be distributed
among a number of players’ devices, might offer a solution to the energy consumption problem while at the same instance providing a natural testbed for exploring the
requirements for mobile ad hoc networks.
10 For inquiries into the phenomenon of immersion in, or cognitive absorption by, computer games, see Brown and Cairns (2004), Chesher (2004) and Jennett et al. (2008).
Agarawal and Karahanna (2000) deliver an influential study on immersive experiences
with respect to information technologies in general, while Juul (2010) provides insights
into the immersive nature of “casual games”. With respect to mobile gaming, studies
on their effect on human perception and action include de Souza e Silva (2009), de
Souza e Silva and Sutko (2009), Montola et al. (2009), Parikka and Souminen (2006),
and Stenros et al. (2012).
11 The concrete system I am referring to here, the Driver Focus Vehicle, has been revealed
to the public in February 2013, see news reports Cole (2013) and Sedgwick (2013).
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