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	<title>Comments on: Bystander in ubiquitous computing</title>
	<link>http://liftlab.com/think/nova/2008/06/09/bystander-in-ubiquitous-computing/</link>
	<description>mind/tech bazar from outer space</description>
	<pubDate>Sat, 22 Nov 2008 14:07:35 +0000</pubDate>
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		<title>By: apBizz : Selected News &#187; Blog Archive &#187; 10 future technologies</title>
		<link>http://liftlab.com/think/nova/2008/06/09/bystander-in-ubiquitous-computing/#comment-483285</link>
		<author>apBizz : Selected News &#187; Blog Archive &#187; 10 future technologies</author>
		<pubDate>Tue, 10 Jun 2008 13:39:53 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2008/06/09/bystander-in-ubiquitous-computing/#comment-483285</guid>
		<description>[...] Bystander in ubiquitous computingBy Nicolas Nova The presence of bystanders in some pervasive games or ARG is interesting as it shows how the notion of “user” in ubiquitous computing is flawed. Unlike face-to-face (so to say) interactions with a desktop computer, ubicomp/pervasive &#8230; [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Bystander in ubiquitous computingBy Nicolas Nova The presence of bystanders in some pervasive games or ARG is interesting as it shows how the notion of “user” in ubiquitous computing is flawed. Unlike face-to-face (so to say) interactions with a desktop computer, ubicomp/pervasive &#8230; [&#8230;]</p>
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		<title>By: Kars</title>
		<link>http://liftlab.com/think/nova/2008/06/09/bystander-in-ubiquitous-computing/#comment-483253</link>
		<author>Kars</author>
		<pubDate>Tue, 10 Jun 2008 07:06:43 +0000</pubDate>
		<guid>http://liftlab.com/think/nova/2008/06/09/bystander-in-ubiquitous-computing/#comment-483253</guid>
		<description>In other words: The traditional game design concept of a 'magic circle' is no longer valid with pervasive gaming. Some other ways to tackle this would be to make sure the game as it is played has qualities of a performance, which would mean bystanders have something nice to look at. Another interesting aspect for me is figuring out ways to involve bystanders in the game without them necessarily knowing they are taking part. On the other hand, you might want to make sure it is very clear players are 'just' playing, using what Bateson called 'metacommunication'.</description>
		<content:encoded><![CDATA[<p>In other words: The traditional game design concept of a &#8216;magic circle&#8217; is no longer valid with pervasive gaming. Some other ways to tackle this would be to make sure the game as it is played has qualities of a performance, which would mean bystanders have something nice to look at. Another interesting aspect for me is figuring out ways to involve bystanders in the game without them necessarily knowing they are taking part. On the other hand, you might want to make sure it is very clear players are &#8216;just&#8217; playing, using what Bateson called &#8216;metacommunication&#8217;.</p>
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