Bumbometer digital crowd game: collaboration through competition in entertainment events
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , , , , |
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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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 |
_version_ |
1796797411118546944 |