Sensor Ball Raffle – Gamification of Billboard Advertising

How to Engage the Audience?

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationEntertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings
EditorsLicinio Roque, Artur Lugmayr, Esteban Clua, Pauliina Tuomi
PublisherSpringer
Pages164-174
Number of pages11
ISBN (Electronic)978-3-319-99426-0
ISBN (Print)978-3-319-99425-3
DOIs
Publication statusPublished - 1 Jan 2018
MoE publication typeNot Eligible
Event17th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2018 Held at the 24th IFIP World Computer Congress, WCC 2018 - Poznan, Poland
Duration: 17 Sep 201820 Sep 2018

Publication series

NameLecture Notes in Computer Science
Volume11112
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference17th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2018 Held at the 24th IFIP World Computer Congress, WCC 2018
CountryPoland
CityPoznan
Period17/09/1820/09/18

Fingerprint

Marketing
Ball
Display devices
Barometers
Game
Sensor
Display
Sensors
Barometer
Accelerometers
Interaction
Accelerometer
Air
Advertising
Concepts
Observation

Keywords

  • Audience engagement
  • Interaction technologies
  • Interactive digital signage

Cite this

Järvinen, S., Peltola, J., & Kemppi, P. (2018). Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience? In L. Roque, A. Lugmayr, E. Clua, & P. Tuomi (Eds.), Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings (pp. 164-174). Springer. Lecture Notes in Computer Science, Vol.. 11112 https://doi.org/10.1007/978-3-319-99426-0_14
Järvinen, Sari ; Peltola, Johannes ; Kemppi, Paul. / Sensor Ball Raffle – Gamification of Billboard Advertising : How to Engage the Audience?. Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings. editor / Licinio Roque ; Artur Lugmayr ; Esteban Clua ; Pauliina Tuomi. Springer, 2018. pp. 164-174 (Lecture Notes in Computer Science, Vol. 11112).
@inproceedings{45059070b70e4c18957cf75ad242bc31,
title = "Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience?",
abstract = "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.",
keywords = "Audience engagement, Interaction technologies, Interactive digital signage",
author = "Sari J{\"a}rvinen and Johannes Peltola and Paul Kemppi",
year = "2018",
month = "1",
day = "1",
doi = "10.1007/978-3-319-99426-0_14",
language = "English",
isbn = "978-3-319-99425-3",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "164--174",
editor = "Licinio Roque and Artur Lugmayr and Esteban Clua and Pauliina Tuomi",
booktitle = "Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings",
address = "Germany",

}

Järvinen, S, Peltola, J & Kemppi, P 2018, Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience? in L Roque, A Lugmayr, E Clua & P Tuomi (eds), Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings. Springer, Lecture Notes in Computer Science, vol. 11112, pp. 164-174, 17th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2018 Held at the 24th IFIP World Computer Congress, WCC 2018, Poznan, Poland, 17/09/18. https://doi.org/10.1007/978-3-319-99426-0_14

Sensor Ball Raffle – Gamification of Billboard Advertising : How to Engage the Audience? / Järvinen, Sari (Corresponding author); Peltola, Johannes; Kemppi, Paul.

Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings. ed. / Licinio Roque; Artur Lugmayr; Esteban Clua; Pauliina Tuomi. Springer, 2018. p. 164-174 (Lecture Notes in Computer Science, Vol. 11112).

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

TY - GEN

T1 - Sensor Ball Raffle – Gamification of Billboard Advertising

T2 - How to Engage the Audience?

AU - Järvinen, Sari

AU - Peltola, Johannes

AU - Kemppi, Paul

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

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

ER -

Järvinen S, Peltola J, Kemppi P. Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience? In Roque L, Lugmayr A, Clua E, Tuomi P, editors, Entertainment Computing – ICEC 2018 - 17th IFIP TC 14 International Conference, Held at the 24th IFIP World Computer Congress, WCC 2018, Proceedings. Springer. 2018. p. 164-174. (Lecture Notes in Computer Science, Vol. 11112). https://doi.org/10.1007/978-3-319-99426-0_14