Bumbometer digital crowd game: collaboration through competition in entertainment events

Detalhes bibliográficos
Autor(a) principal: Martins, Gustavo
Data de Publicação: 2021
Outros Autores: Gomes, Genildo, Conceição, Júlia Luiza, Marques, Leonardo, da Silva, Dan, Castro, Thais, Gadelha, Bruno, de Freitas, Rosiane
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/1998
Resumo: The use of mobile devices, especially smartphones, is widespread across all social strata and age groups, helping to ensure faster access from anywhere, data collection, and more regular and frequent control to aid urban, environmental, and social management. In this scenario, the entertainment industry has benefited from this powerful individual technological resource in cultural and sporting events. In this way, this work presents a proposal for interaction and engagement in entertainment events in a more prosperous and more technological way, through the development of a collaborative and competitive mobile-­web crowd game, intended for enhancing interaction between the crowd and as a unified group, whether physically co-­located or online. The application, called Bumbometer, uses motion sensors during an interactive dynamic with the crowd applying concepts from Mobile Crowd Sensing and User eXperience. We conducted two experimental studies to evaluate the proposed technology, the first in a real scenario of a folk cultural festival and the second in a controlled environment, simulating an event considering a scenario in which users were geographically distant. The results indicate that people feel immersed and engaged during the interaction through the proposed game, which reinforces the statement that the game meets an increasingly growing need to use technologies to ensure more significant interaction and audience immersion at crowd entertainment events, a creative and far­-reaching form.
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spelling Bumbometer digital crowd game: collaboration through competition in entertainment eventscrowd computingcrowd digital gameentertainment industrymobile computingparticipatory sensinguser experienceThe use of mobile devices, especially smartphones, is widespread across all social strata and age groups, helping to ensure faster access from anywhere, data collection, and more regular and frequent control to aid urban, environmental, and social management. In this scenario, the entertainment industry has benefited from this powerful individual technological resource in cultural and sporting events. In this way, this work presents a proposal for interaction and engagement in entertainment events in a more prosperous and more technological way, through the development of a collaborative and competitive mobile-­web crowd game, intended for enhancing interaction between the crowd and as a unified group, whether physically co-­located or online. The application, called Bumbometer, uses motion sensors during an interactive dynamic with the crowd applying concepts from Mobile Crowd Sensing and User eXperience. We conducted two experimental studies to evaluate the proposed technology, the first in a real scenario of a folk cultural festival and the second in a controlled environment, simulating an event considering a scenario in which users were geographically distant. The results indicate that people feel immersed and engaged during the interaction through the proposed game, which reinforces the statement that the game meets an increasingly growing need to use technologies to ensure more significant interaction and audience immersion at crowd entertainment events, a creative and far­-reaching form.Brazilian Computer Society2021-12-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/199810.5753/jis.2021.1998Journal of Interactive Systems; v. 12 n. 1 (2021); 294-307Journal on Interactive Systems; Vol. 12 No. 1 (2021); 294-3072763-771910.5753/jis.2021reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/1998/1877Copyright (c) 2021 Gustavo Martins, Genildo Gomes, Júlia Luiza Conceição, Leonardo Marques, Dan da Silva, Thais Castro, Bruno Gadelha, Rosiane de Freitashttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessMartins, GustavoGomes, GenildoConceição, Júlia LuizaMarques, Leonardoda Silva, DanCastro, ThaisGadelha, Brunode Freitas, Rosiane2023-10-12T20:48:07Zoai:ojs2.sol.sbc.org.br:article/1998Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:48:07Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Bumbometer digital crowd game: collaboration through competition in entertainment events
title Bumbometer digital crowd game: collaboration through competition in entertainment events
spellingShingle Bumbometer digital crowd game: collaboration through competition in entertainment events
Martins, Gustavo
crowd computing
crowd digital game
entertainment industry
mobile computing
participatory sensing
user experience
title_short Bumbometer digital crowd game: collaboration through competition in entertainment events
title_full Bumbometer digital crowd game: collaboration through competition in entertainment events
title_fullStr Bumbometer digital crowd game: collaboration through competition in entertainment events
title_full_unstemmed Bumbometer digital crowd game: collaboration through competition in entertainment events
title_sort Bumbometer digital crowd game: collaboration through competition in entertainment events
author Martins, Gustavo
author_facet Martins, Gustavo
Gomes, Genildo
Conceição, Júlia Luiza
Marques, Leonardo
da Silva, Dan
Castro, Thais
Gadelha, Bruno
de Freitas, Rosiane
author_role author
author2 Gomes, Genildo
Conceição, Júlia Luiza
Marques, Leonardo
da Silva, Dan
Castro, Thais
Gadelha, Bruno
de Freitas, Rosiane
author2_role author
author
author
author
author
author
author
dc.contributor.author.fl_str_mv Martins, Gustavo
Gomes, Genildo
Conceição, Júlia Luiza
Marques, Leonardo
da Silva, Dan
Castro, Thais
Gadelha, Bruno
de Freitas, Rosiane
dc.subject.por.fl_str_mv crowd computing
crowd digital game
entertainment industry
mobile computing
participatory sensing
user experience
topic crowd computing
crowd digital game
entertainment industry
mobile computing
participatory sensing
user experience
description The use of mobile devices, especially smartphones, is widespread across all social strata and age groups, helping to ensure faster access from anywhere, data collection, and more regular and frequent control to aid urban, environmental, and social management. In this scenario, the entertainment industry has benefited from this powerful individual technological resource in cultural and sporting events. In this way, this work presents a proposal for interaction and engagement in entertainment events in a more prosperous and more technological way, through the development of a collaborative and competitive mobile-­web crowd game, intended for enhancing interaction between the crowd and as a unified group, whether physically co-­located or online. The application, called Bumbometer, uses motion sensors during an interactive dynamic with the crowd applying concepts from Mobile Crowd Sensing and User eXperience. We conducted two experimental studies to evaluate the proposed technology, the first in a real scenario of a folk cultural festival and the second in a controlled environment, simulating an event considering a scenario in which users were geographically distant. The results indicate that people feel immersed and engaged during the interaction through the proposed game, which reinforces the statement that the game meets an increasingly growing need to use technologies to ensure more significant interaction and audience immersion at crowd entertainment events, a creative and far­-reaching form.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/1998
10.5753/jis.2021.1998
url https://sol.sbc.org.br/journals/index.php/jis/article/view/1998
identifier_str_mv 10.5753/jis.2021.1998
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/1998/1877
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 12 n. 1 (2021); 294-307
Journal on Interactive Systems; Vol. 12 No. 1 (2021); 294-307
2763-7719
10.5753/jis.2021
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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