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Enhanced interaction: audience engagement in entertainment events through the Bumbometer app

Published: 23 December 2020 Publication History

Abstract

The use of mobile devices is part of the modern scenario for interaction, work, and leisure. Their usage in entertaining events, as sports and cultural ones are easily observable. Considering those new interaction possibilities, we discuss in this work elements of crowd engagement through the use of a mobile game developed in the context of entertainment events, either with the crowd in the same place or in different locations. This game is called Bumbometer and it uses movement sensors during an interactive dynamic with the crowd using concepts from Mobile Crowd Sensing and User eXperience. Bumbometer was evaluated in two experimental studies: the first one was in a real setting of a cultural event; the second one was carried out in a controlled environment simulating a large-scale event in a social isolation scenario. Results indicate that people feel immerse and engaged during interaction through the game and they consider the game an immersive creative way for interacting in entertainment events.

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  • (2024)Save Our Sea: Game-Based Learning on Sea Environment CareInformation Management and Business Review10.22610/imbr.v16i4(S)I.428916:4(S)I(106-117)Online publication date: 25-Nov-2024
  • (2021)To Each Their Own (Type)Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems10.1145/3472301.3484352(1-12)Online publication date: 18-Oct-2021
  • (2020)UX trekProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426547(1-6)Online publication date: 26-Oct-2020
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    IHC '20: Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems
    October 2020
    519 pages
    ISBN:9781450381727
    DOI:10.1145/3424953
    © 2020 Association for Computing Machinery. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

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    New York, NY, United States

    Publication History

    Published: 23 December 2020

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    Author Tags

    1. crowd computing
    2. entertainment industry
    3. mobile computing
    4. participatory sensing
    5. user experience

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    • Research-article

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    • Fundação de Amparo à Pesquisa do Estado do Amazonas
    • Samsung
    • Conselho Nacional de Desenvolvimento Científico e Tecnológico
    • Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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    IHC '20

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    IHC '20 Paper Acceptance Rate 60 of 155 submissions, 39%;
    Overall Acceptance Rate 331 of 973 submissions, 34%

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    View all
    • (2024)Save Our Sea: Game-Based Learning on Sea Environment CareInformation Management and Business Review10.22610/imbr.v16i4(S)I.428916:4(S)I(106-117)Online publication date: 25-Nov-2024
    • (2021)To Each Their Own (Type)Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems10.1145/3472301.3484352(1-12)Online publication date: 18-Oct-2021
    • (2020)UX trekProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426547(1-6)Online publication date: 26-Oct-2020
    • (2020)InteraHeuProceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems10.1145/3424953.3426541(1-6)Online publication date: 26-Oct-2020

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