By the same authors

Exploring Twitter as a game platform: strategies and opportunities for microblogging-based games

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Author(s)

  • Kieran Hicks
  • Kathrin Gerling
  • Ben Kirman
  • Conor Linehan
  • Patrick Dickinson

Department/unit(s)

Publication details

Title of host publicationCHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
DatePublished - 1 Oct 2015
Pages151-161
PublisherACM
Original languageUndefined/Unknown
ISBN (Print)9781450334662

Abstract

Recent years have seen the massive daily engagement of players with games that are integrated with online social networking sites, such as Facebook. However, few games have successfully created engaging experiences through integration with microblogging websites. In this paper, we explore the opportunities and challenges in using Twitter as a platform for playing games, through the case study of the game Hashtag Dungeon, a dungeon-crawling game that uses Twitter for collaborative creation of game content. Two studies were carried out. A quantitative user study with 32 participants demonstrated that players found the game engaging and rewarding. A follow-up qualitative study with 8 participants suggests that Twitter integration in this game is meaningful, but that there are concerns over the impact of the game on players? Twitter profiles. Based on findings from both studies, we propose strategies for the design of Microblogging-based games, and discuss wider implications of social media integration in games.

    Research areas

  • ARRAY(0x7f0661cc72d0)

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