A framework for the design and analysis of socially pervasive games

Pervasive games have the potential to create large social impacts on players and non-players alike. However, this can only happen when the game becomes integrated and accepted within a social community - or in other words, is socially adopted in its target environment. A socially pervasive game must also adapt to allow people to play at their own convenience. In my research I describe Powell's Pervasive Play Lens (3PL), a framework for the design and analysis of socially pervasive games. 3PL is a powerful model that elaborates the magic circle to illustrate the concentric boundaries of play that surround socially pervasive games, helping designers understand when and how a person and a community might adopt a new pervasive game. This 3PL framework and theory have been applied to develop and refine Snag'em, a human scavenger hunt that has been applied to help students learn professional networking skills in several conferences over three years. I present my findings in a design research narrative that details the complex and rich social environments for Snag'em and the evolution of its design over several iterations. This narrative illustrates the application of 3PL and how designers can predict and measure how particular game elements create affordances that increase the acceptance, adoption, and adaptability of socially pervasive games.

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