<XML><RECORDS><RECORD><REFERENCE_TYPE>3</REFERENCE_TYPE><REFNUM>7996</REFNUM><AUTHORS><AUTHOR>Chalmers,M.</AUTHOR><AUTHOR>Bell,M.</AUTHOR><AUTHOR>Brown,B.</AUTHOR><AUTHOR>Hall,M.</AUTHOR><AUTHOR>Sherwood,S.</AUTHOR><AUTHOR>Tennent,P.</AUTHOR></AUTHORS><YEAR>2005</YEAR><TITLE>Gaming on the Edge: Using Seams in Ubicomp Games</TITLE><PLACE_PUBLISHED>Proc. ACM Advances in Computer Entertainment (ACE) </PLACE_PUBLISHED><PUBLISHER>ACM</PUBLISHER><LABEL>Chalmers:2005:7996</LABEL><KEYWORDS><KEYWORD>Equator</KEYWORD></KEYWORDS<ABSTRACT>Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games. </ABSTRACT><NOTES>To appear</NOTES></RECORD></RECORDS></XML>