@inproceedings{aaf89b0aed5241928feb785ce5e4d4e1,
title = "BioSpil: Bringing interactivity and gaming into a cinema-context",
abstract = "This paper presents a study on a current phenomenon conceptualized as BioSpil, which brings interactivity and gaming into a cinema context. The study focused on two questions, namely in what way BioSpil can be called a game, and how it functions as a social game. The study applied an ethnographic approach. The analysis showed that BioSpil had a game-like character, but were, to a certain extent, in conflict with two of Calliois{\textquoteright} categories that can define a game, namely being free and separate in time and space. The aspect of a game as being free, is not only dependent on accessibility in terms of devices, but also on cultural and contextual factors. This influenced the conditions of what constitute accepted and expected behaviors of visitors in a cinema-context. Furthermore, the analysis identified that BioSpil offered three kinds of social spaces; an active, a passive, and an external space.",
keywords = "BioSpil, Cinema, Commercials, Explorative study, Game design theory, Games, Interactivity, Mobile phones, Thematic analysis",
author = "Tobias Tretow-Fish and Dan Andersen and Larsen, {Lisa Klemm} and Eva Brooks",
year = "2018",
month = jan,
day = "1",
doi = "10.1007/978-3-319-76908-0_43",
language = "English",
isbn = "978-3-319-76907-3",
series = "Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST",
publisher = "Physica-Verlag",
pages = "445--457",
booktitle = "Interactivity, Game Creation, Design, Learning, and Innovation",
note = "6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017 ; Conference date: 30-10-2017 Through 31-10-2017",
}