BioSpil: Bringing interactivity and gaming into a cinema-context

Tobias Tretow-Fish, Dan Andersen, Lisa Klemm Larsen, Eva Brooks*

*Corresponding author for this work

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

131 Downloads (Pure)

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’ 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.
Original languageEnglish
Title of host publicationInteractivity, Game Creation, Design, Learning, and Innovation : 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings
Number of pages13
PublisherPhysica-Verlag
Publication date1 Jan 2018
Pages445-457
ISBN (Print)978-3-319-76907-3
ISBN (Electronic)978-3-319-76908-0
DOIs
Publication statusPublished - 1 Jan 2018
Event6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017 - Heraklion, Greece
Duration: 30 Oct 201731 Oct 2017

Conference

Conference6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017
Country/TerritoryGreece
CityHeraklion
Period30/10/201731/10/2017
SeriesLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Volume229
ISSN1867-8211

Keywords

  • BioSpil
  • Cinema
  • Commercials
  • Explorative study
  • Game design theory
  • Games
  • Interactivity
  • Mobile phones
  • Thematic analysis

Fingerprint

Dive into the research topics of 'BioSpil: Bringing interactivity and gaming into a cinema-context'. Together they form a unique fingerprint.

Cite this