Ubiquitous Games

It is a small step from measuring human behaviour in the real world to feeding that behaviour back in a playful manner. Ubiquitous, mixed reality and augmented reality games utilize real world context as a game input. Balancing these types of games can be difficult as programmers no longer have control over the environment or the laws of physics. My work in ubiquitous games looks at the interaction between different players in asymmetric games. My other work in games is often motivated by use-cases critical to ubiquitous games that turn out to be more broadly applicable.

Ubigame Papers

  1. Tavassolian, A., Stanley, K. G., & Gutwin, C. (2013). The effect of temporal adaptation granularity and game genre on the time-balancing abilities of adaptive time-varying minigames. Entertainment Computing.
  2. Zohoorian, A., Stanley, K. G., Gutwin, C., & Tavassolian, A. (2012, May). PLATO: a coordination framework for designers of multi-player real-time digital games. In Proceedings of the International Conference on the Foundations of Digital Games (pp. 141-148). ACM.
  3. Tavassolian, A., Stanley, K. G., Gutwin, C., & Zohoorian, A. (2011). Time balancing with adaptive time-variant minigames. In Entertainment Computing–ICEC 2011 (pp. 173-185). Springer Berlin Heidelberg.
© Kevin Stanley 2014