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Social gaming network
The communication channels are changing. More and more, face to face communication is being replaced by computer mediated communication. Using mediated communication, the non-verbal communication cues that are available in face to face communication are not. PASION is a European project where mediated communication is augmented. In this paper we present the Shared Virtual Environment (SVE), the framework to be used for the development of two types of applications (social gaming and collaborative work) where augmentation will be studied. The first version of SVE has been used for the development of the first version of a pervasive game for treasure hunting, Bluenet.
Summary Developer platform for social games
Description From their site: The SGN Developer Platform provides an API for social games that allows developers to plug their games into the SGN Gaming Hub and gain the benefits of mass distribution across our network, up-to-date statistics for all users, and greater user loyalty.
API Home Page http://developers.socialgn.com/
The Social Gaming NetworkSGN offers games and a social gaming platform for developers that uniquely leverage people’s social connections -what we call a gaming graph- transforming a typical gaming experience into one that is more relevant, more engaging, more competitive, and ultimately more enjoyable for the player.
Capture the flag: mixed-reality social gaming with smart phones
The author developed a mobile, mixed-reality version of capture the flag, a popular genre of computer game. Our CTF game is novel in three ways. First, the smart phone is the main interface. Using the smart phone, players physically role-play virtual characters who try to capture enemy flags by traversing different landscapes. This approach creates a direct, real-time linkage between the real and virtual worlds. Second, players can move freely in the real world over a wide area while maintaining seamless real-time networked contact with other players in both the real and virtual worlds. Third, CTF explores novel tangible aspects of human physical movement and perception, both in the real-world playing environment and in interaction with the virtual world.
REFERENCES
1 PASION project, http://www.ist-pasion.com/, last visited 2nd March, 2007.
2 Thurlow, C., Lengel, L., Tomic, A., Computer Mediated Communication. Social Interaction and the Internet, Ed. Sage Pubns, 2004.
3 Walther, J., B., Loh, T., Granka, L.,. Let me count the ways: The interchange of Verbal and Nonverbal Cues in Computer-Mediated and Face-to-Face Affinity. Journal of language and social psychology, 24(1): 36–65, 2005.
4 FUGA project, http://project.hkkk.fi/fuga, last visited 2nd March, 2007.
5 IPergG project, http://iperg.sics.se, last visited 2nd March, 2007.
6 Wasserman, S., Faust, K., Social Network Analysis: Methods and Applications. New York and Cambridge, ENG: Cambridge University Press, 1994.
7 Margaret E. Morris, Social Networks as Health Feedback Displays, IEEE Internet Computing, v.9 n.5, p.29-37, September 2005 [doi>10.1109/MIC.2005.109]

