TY - GEN
T1 - Sensor Ball Raffle – Gamification of Billboard Advertising
T2 - 17th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2018 Held at the 24th IFIP World Computer Congress, WCC 2018
AU - Järvinen, Sari
AU - Peltola, Johannes
AU - Kemppi, Paul
N1 - Funding Information:
Acknowledgements. This work was conducted in the context of ‘‘Innovative solutions for interactive environments - INSIST’’ project and was supported by Business Finland. We thank Pro Piknik Festivals for their contributions in design and piloting of the sensor ball raffle game. We also thank our colleagues for their invaluable help.
Publisher Copyright:
© 2018, IFIP International Federation for Information Processing.
Copyright:
Copyright 2018 Elsevier B.V., All rights reserved.
PY - 2018/1/1
Y1 - 2018/1/1
N2 - In this paper, we present an interactive game for a large public display. Our focus was on experimenting new ways to enhance the effectiveness of a large, billboard size, display by adding a collaborative interaction mechanism for a user crowd. Working with a pop festival organizer, we developed a technology proof-of-concept of a multiplayer raffle game supporting crowd interaction with a large public display using an air-filled ball, equipped with an accelerometer and a barometer, as an interaction device. We experimented on its possibility to engage festival audience in live pilots in two occasions. Our observations showed that the audience enjoyed the raffle game and participated willingly. In addition, advertisers found the solution interesting.
AB - In this paper, we present an interactive game for a large public display. Our focus was on experimenting new ways to enhance the effectiveness of a large, billboard size, display by adding a collaborative interaction mechanism for a user crowd. Working with a pop festival organizer, we developed a technology proof-of-concept of a multiplayer raffle game supporting crowd interaction with a large public display using an air-filled ball, equipped with an accelerometer and a barometer, as an interaction device. We experimented on its possibility to engage festival audience in live pilots in two occasions. Our observations showed that the audience enjoyed the raffle game and participated willingly. In addition, advertisers found the solution interesting.
KW - Audience engagement
KW - Interaction technologies
KW - Interactive digital signage
UR - http://www.scopus.com/inward/record.url?scp=85053784587&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-99426-0_14
DO - 10.1007/978-3-319-99426-0_14
M3 - Conference article in proceedings
AN - SCOPUS:85053784587
SN - 978-3-319-99425-3
T3 - Lecture Notes in Computer Science
SP - 164
EP - 174
BT - Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings
A2 - Roque, Licinio
A2 - Lugmayr, Artur
A2 - Clua, Esteban
A2 - Tuomi, Pauliina
PB - Springer
Y2 - 17 September 2018 through 20 September 2018
ER -