<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>sylvan games: Exploring playful forest-technology interactions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mattia Thibault</string-name>
          <email>mattia.thibault@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elpida Bampouni</string-name>
          <email>elpida.bampouni@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Following</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences Tampere University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kanslerinrinne 1</institution>
          ,
          <addr-line>33014, Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>This paper presents a study based on research through design, exploring the potentials of the intersection between human play, forests, and technology. Building on the existing literature on urban games, we introduce the idea of sylvan games which focus on deepening the relations between players and natural spaces. We designed two different games, Sensor Hunt and Pathmaker, focusing on different dimensions of navigation and technologies. Fourteen participants played the games while quantitative and qualitative data was collected using pre and post gameplay surveys, open questions, and drawings. A hybrid thematic analysis approach was employed to analyse the data and four themes were identified: the game, the technologies, the forest, and the participants' emotions. The emotional influences of the games were further explored using PANAS and text analysis. We discuss these results and suggest a list of design considerations for future sylvan games based on our findings. Gamification, forest games, sustainability, location-based games, play in the wild</p>
      </abstract>
      <kwd-group>
        <kwd>qualities of design endeavours</kwd>
        <kwd>Design activities</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>The human relationship with nature is the
epicentre of many of the societal challenges of our
time, a key component in the struggle for building
sustainable societies and in the efforts to promote
human well-being. Within this context the UNITE
project explores novel ways to help humans relate,
preserve, and interact with natural spaces, and in
particular forests. As part of this project, we
present a
pilot study
exploring the
design
possibilities at the intersection between humans,
technology, and nature. This pilot consists of two
simple games designed to explore the potential of
playful human-machine-forest interactions.</p>
      <p>
        This study employs research-through-design
(RtD) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which recognises the epistemological
      </p>
      <p>
        2023 Copyright for this paper by its authors. Use permitted under Creative
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
structure, we will reconstruct our design activity
through exploration of its context (section 3.1),
development of its space (3.2), the refining and
making of the two games (3.3), and a phase of
assessment and learning, grounded on player
responses and analysed with a mixed methods
approach (4).
      </p>
    </sec>
    <sec id="sec-2">
      <title>3. Design</title>
    </sec>
    <sec id="sec-3">
      <title>3.1. Exploring context</title>
      <p>
        Urban play has been a key research area within
games-studies [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and gamification [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], especially
following the success of location-based games
such as PokémonGo [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Paradigms for ludic [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
or playable [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] cities, as well as for playful
citizens [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] have been proposed and developed.
One key rationale behind these studies is the
centrality of the urban environment for human
life. Despite urbanisation, however, humans are
not only urban animals. Humans inhabit
extensively rural areas and engage continuously
with all sorts of natural environments which can
be engaged in playful ways. From countryside
festivals [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] to in-the-wild sport activities [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
to geocaching [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], the list of playful practices in
natural spaces is extensive. Many of them are
lowtech, as such environments pose challenges: from
lack of electricity to reduced connectivity [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>There is an underexplored design space,
therefore, for games focusing on the relationship
between natural spaces, technology, and human
play. In this study we decided to focus on forestry
space and to explore it by developing sylvan
games.
3.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Developing a design space</title>
      <p>
        Sylvan games differ from urban games
because of the spatiality they face: while urban
games happen in a strongly striated space (i.e.,
strictly structured environment [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] sylvan games
take place in a space that is often smooth (i.e.,
naturally emerging, often amorphous for
untrained human eyes [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Navigation emerges
as a key feature of the relationships between
humans and forest, but also for the involvement of
technology in it. The most common
technologically mediated play practice taking
place in the wild is probably geocaching, using
GPS technology.
      </p>
      <p>
        In our game design, we decided to focus on the
use of sensors in forests and on exploring play
potentials [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] emerging from their use. Sensors
are at the centre of bottom-up strategies of citizen
sensing [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] that empower people to reappropriate
data and real spaces by interacting with different
sensory technologies (monitoring air quality,
sound pollution, etc.) - a practice which combines
well the need of communal forest monitoring [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]
and the principles of punk gamification [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
3.3.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Refinement and making</title>
      <p>
        We designed two games for forest spaces using
different kinds of sensors. These are prototypes
for more complex and carefully designed future
sylvan games. For accessibility, we opted for
cheap sensors that are easy to program and deploy
(MicroBit 2.0), or sensors already in possession of
the players (GPS tracking in smartphones) in
combination with free applications. We used the
games to focus on two key issues concerning
navigation: wayfinding [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and pathmaking [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>The games were tested in a 3-day retreat in the
“Uniikki lomapaikka” mökki in Jämsä, Finland
with members of the Gamification Group,
including the authors. The games could be played
at any time, with instructions given to the group
verbally and in print. Both games could be played
alone or in groups, and required the use of
technology (smartphone) while going out in
nature.</p>
      <p>Sensor Hunt (SH) focused on wayfinding and
using a heat sensor. Players were provided with
approximative coordinates to a nearby woodland
location where a slightly personified temperature
sensor called “Sauron” because of the red eye on
its display (Fig.1) was “hidden” (Fig. 2).
Participants had to find it and record the
temperature it displayed. The player that would
record the highest temperature in the 3 days would
win. This entailed that participants might revisit
the sensor to increase their winning chances.</p>
      <p>Pathmaker (PM) focused on pathmaking and
GPS. Players were instructed to download a free
app called “My Track” which uses GPS to record
their path on a map. The goal of the game was to
use it to produce a word or a drawing by walking
in the forest. There were no winning conditions</p>
    </sec>
    <sec id="sec-6">
      <title>4. Assessment and learning</title>
      <p>
        Both games were played in Spring 2022, in
Finland, during relatively sunny days. Participants
were almost the same for both games, 8 for SH (5
male, 2 non-binary, 1 female) and 6 for PM (4 m,
1 nb, 1 f), mean age 32.57 (26-38). To assess their
experience, all participants were asked to
complete the PANAS 10-item questionnaire [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]
before and after playing. The questionnaire had 5
items measuring positive affective traits and 5
negative. After completing each game players
answered a few questions regarding their
experiences with the games, technology used, and
relationship with nature.
      </p>
      <p>Following we present the data collected and
propose an analysis leading to design
considerations for creating sylvan games.
4.1.</p>
    </sec>
    <sec id="sec-7">
      <title>Thematic analysis</title>
      <p>
        The data collected consist of text and drawings
and has been analysed through a hybrid thematic
analysis approach [
        <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
        ]. The analysis was
conducted following an adapted coding procedure
using a combination of pen-and-paper and
digitised transcribed data.
      </p>
      <p>Accordingly with best practices, our analysis
was articulated in 6 steps: 1) Initial data
familiarisation; 2) Preliminary coding scheme
based on observations; 3) To ensure reliability of
the codes, both authors coded all data
independently and formed two lists of possible
themes; 4) Compared results and resolved
conflicts through discussion, clarifying
definitions of inconsistent codes and adding new
codes; 5) Both authors coded the entire data using
the improved themes. 6) Produced a report
containing our observations based on the themes
constructed. Our analysis identified four themes
relating to different elements involved in the
experience: the game, the technologies, the forest,
and the emotions and self of the participants. Each
theme is then articulated with several subthemes.</p>
      <sec id="sec-7-1">
        <title>Description</title>
        <p>Relation
Navigation
Temporal factors
Accessibility
Anxiety &amp; Dangers
Animals met
Animals imagined</p>
      </sec>
      <sec id="sec-7-2">
        <title>Positive</title>
        <p>Negative
Expectation
Changes in perception
Reflection
Text
Map
Drawing
Comic
Word-art</p>
        <p>Humor
4.1.1. Game</p>
        <p>The first theme focuses on what the players
expressed regarding ludic aspects. Many players
reported their opinions about gameplay,
especially expressing difficulties they
encountered (12 times), or the ease to accomplish
tasks (6). Difficulty was often associated with
challenges related to technology or the
environment. Interestingly, players referred to the
same situations in different ways, either because
of perception of the space or atmospheric factors.
P4: “There were many trees around the sensor, so
it took time to find it”.</p>
        <p>P6 “It was easy to find the sensor, because it was
shiny bright at night.”</p>
        <p>Another subtheme was the strategy players
adopted. One of the key elements that emerged
was the use of ingenious solutions (5 occurrences)
including using body heat to achieve a higher
temperature (SH), looking for shortcuts, and
exploiting GPS drift (PM).</p>
        <p>P3 “I used my body to heat up the sensor for a
higher number”</p>
        <p>Several players set up their own objectives,
especially in PM, which had no clear goals.
Players decided what to draw or what style to
adopt (a tree, a spiral, a circle, inorganic shapes
contrasting the forest…), and some connected
gameplay to other objectives, such as supporting
a running routine or preserving memories.
P12 “it is good to record the trip in the forest and
save it as a souvenir ”</p>
        <p>Other themes related to strategic thinking were
evident by behavioural flexibility (players
adapting their strategy to, e.g., the terrain or
mistakes they made) and reflections on learning
through practice (P10 mentions “mastering the
tool” in PM).</p>
        <p>Many players made use of additional forms of
entertainment while playing, including music,
drinking alcoholic beverages, working-out,
exploring the forest, and even instances of pretend
play that accompanied, and enhanced, their
playful experience.</p>
        <p>P13 “I listened to good music and walked in
beautiful nature.”</p>
        <p>P14 “I had a go-pro and I was talking to it.”
These additional layers of play were more
present in the free-form PM, but several were also
mentioned for SH (notably music and drinks).
Finally, players reported their social relations
with other players. Two cooperated in SH, going
to look for the sensor late at night, and two others
mentioned spotting other players and having to
wait for them to leave. Competition emerged only
hypothetically in one of the responses about SH:</p>
        <p>P3 “I think if I was more incentivized by
competition (I am not) I would try to learn
everybody else’s numbers to calculate if I need to
go back.”</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>4.1.2. Technology</title>
      <p>The second theme focuses on the relations
between players and technology. Most players
reported using or interacting with sensors in
different ways. Many used them for navigation
with Google Maps being abundantly mentioned
for SH and MyTrack for PM. Only one player
mentioned the use of MyTrack to record and
conserve the path, others focused instead on the
act of drawing with it. Several players reported
their interactions with “Sauron” when finding the
sensor, operating it and, in two cases, warming it
up. Other tech was also mentioned by several
players, including: Flashlight, Phone (video,
pictures), GoPro, and Smart Watch.</p>
      <p>P6 “We used a phone (navigation), a flashlight
and a glass of gin-tonic.”</p>
      <p>Finally, players mentioned several
technological challenges while playing the
games, notably: GPS accuracy (P5 “It did not
point me first to exactly the right place”),
misrepresentation of their path in MyTrack (P9 “it
made an ugly line that did not even show up in the
final drawing”) and difficulties in operating (P5
“Filming and clicking without shaking the thing
(sensor) was annoyingly hard”). Technical
challenges were generally associated with playing
difficulties and often generated negative
emotions.
4.1.3. Forest</p>
      <p>A This theme is related to the natural
environment of the game. Most players described
different kinds of engagement they experienced
with the woodland. Their personal relations with
the environment were the most cited (15 times),
including both positive and negative perceptions.
Some players mentioned their relationship
changed because of the game.</p>
      <p>P8 “I did feel a positive familiarity when I
returned.”</p>
      <p>P4 “I had too much expectation about this
experience so when the experience failed to meet
my high expectation, that caused some negative
emotions, which reflect on the area [sic] of the
forest (my relationship with the place).”</p>
      <p>Several (7) descriptions of the environment
were presented, generally mentioning the
presence of many trees, wet moss, and pathways.</p>
      <p>P1 “There is no path towards it, so you need
to walk between trees, between the trees on the
soft soil covered with moss.”</p>
      <p>The role of the environment in navigation also
emerged strongly (6) with a strong focus on a
carroad passing through the forest, and on existing
paths:</p>
      <p>P1 “I am glad it was not too far away from the
road”</p>
      <p>P2 “I liked that it was not on this road, but I
had to explore a bit”</p>
      <p>Interestingly, no other environmental elements
emerged as landmarks in the players responses.
Temporal effects were also mentioned twice, by
players that played at night and indicated darkness
as part of their experience. Two players
mentioned the possible presence of animals, but
never actual encounters. This possibility was
always considered threatening:</p>
      <p>P1 “I immediately imagined snakes under my
feet. The most unpleasant experience was when I
(...) touched sticks because they are home for ticks
and mites.”
agreed on a total of 10 negative expressions, and
28 positive ones.</p>
      <p>
        Emotional influences were also explored using
a quantitative comparison using PANAS [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], to
determine if there was a statistically significant
difference between the negative and positive
participants’ emotions before and after playing.
The 5 positive and 5 negative items from PANAS
were used to form the two groups respectively.
The two groups were used to test if there was a
statistically significant difference between pre and
post scores. Due to our small sample (N=14) a
non-parametric Wilcoxon signed rank test was
run using SPSS. There was no statistical
difference found between the positive traits felt
before and after the playful experience (p=0.8),
and no difference between the negative feelings
experienced before and after (p=0.5). The
PANAS average scores were higher for the
positive items compared to the negative ones.
      </p>
      <p>Additionally, some players voiced their
expectations, especially when not met, regarding
the game or their own performance:</p>
      <p>P9 “I did not know whether I should blame it
or myself when the drawing did not go as
expected.”</p>
      <p>Players also mentioned forest challenges, both
related to accessibility in relation to wet soil and
to possible dangers.</p>
      <p>Others reported playing helped them obtain a
new perspective on the technology or the
environment.</p>
      <p>P9 “I was attentive of the ground not to hurt
myself”
4.1.4. Forest</p>
      <p>The final theme focuses on the players, and in
particular on their emotions and self-reflections.
Players expressed both positive (niceness,
familiarity, enjoyment, happiness, fun,
excitement, inspiration, comfort, soothingness,
safety, activity, amazement, pride, awe, generic
“good” feelings) and negative (annoyance, fear,
disappointment, stress, pressure, dislike,
unpleasantness, and frustration) emotions.
Positive emotions were often connected to playful
activities and to natural spaces. Negative
emotions were often connected to technological
or natural challenges and possible dangers. As
part of the analysis, both authors individually
marked all expressions of emotions indicating
clear negative or positive valence through all
reports. Then the authors compared notes and
P 11 “It made me map the environment/ reflect
on GPS +phone (how it works/ways) to exploit
it)different context than “normal” google
maps/GPS use!”</p>
      <p>P 13 “Helped me obtain a new perspective.”
Some players also shared their reflections
during the playful activity:</p>
      <p>P11 “I reflected on inorganic shapes and tried
to create non-foresty shapes”</p>
      <p>P12 “I was thinking about the beauty of
nature, magic of nature”</p>
      <p>Lastly, our analysis individuated several
different forms of expression the players adopted
to express their experience. In particular: written
text (majority of answers), maps (5), drawings (7),
use of humour (5), one comic and one “word-art”
(reading “DARK”). We found the use of such
creative forms highly relevant, but their analysis
will be the object of another study.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Discussion and design implications</title>
      <p>The analysis of the data collected by the
players prompted a discussion between the game
designers, which led to several design
considerations. These considerations can be the
base for future projects involving both the
creation of sylvan games and the study of forest
design space. Due to the exploratory nature of this
study, the following considerations are
preliminary steps, illustrating possible resources
for future designs and refinement.</p>
      <p>● While the PANAS test did not produce
any significant result in the emotional state of
participants before or after the game, the players'
answers report many strong emotional responses,
possibly confined during the game experience.
This suggests the potential of sylvan games to
provide visceral experiences to players.</p>
      <p>
        ● The emotions reported by the players,
while often positive, varied greatly. The strong
dislike and fear of forest spaces from some of the
participants suggests that different layers will
respond in significantly different ways to games
that take place in woodland. Designers can
cautiously use this as a resource, realising games
that aim to invoke different emotional responses,
including fear and discomfort, that can still be
appreciated by players [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
      </p>
      <p>● From the responses, it appears that spatial
navigation relied heavily on different
technological means and the only spatial features
players used to navigate were human-made
(roads, paths). Similarly, fauna was mentioned
only as an imagined possible threat. While this
might be due to the types of players involved
(urbanites without a deep knowledge of the flora
and fauna) it also indicates a possible design
direction: games that require a more close
engagement with the natural space. Offering
natural landmarks alongside coordinates in the
game instructions, for example, might increase
the connection with nature and even present
learning occasions (e.g. if players need to spot an
Oak tree near certain coordinates, they will have
to first learn its features).</p>
      <p>● Many players reported encountering
natural challenges, often related to the difficulty
of reaching a specific location due to obstacles or
moistness of the terrain. While urban games cater
for a space that is generally stable, sylvan games
happen in continuously changing environments.
A couple of days of rain, a coat of snow, or a wet
season could significantly alter the accessibility of
several locations. Sylvan game designers must
keep this in consideration, both as a limitation, but
also as a possible resource for seasonal or
otherwise situation-dependent opportunities.</p>
      <p>● Players also reported frustration towards
malfunctioning inaccuracies of the technologies
used, especially the GPS. While malfunctions can
hinder enjoyment, we also argue that inaccuracy
could be used as a resource to indicate the
“offthe-grid” nature characterising sylvan games.
Inaccurate GPS might require longer searching to
find specific coordinates, or longer paths to be
able to draw some specific shape in PM. This
increased need of time or distance is
metaphorically well connected with the features
of natural spaces, which are more rarefied than
urban spaces.</p>
      <p>In conclusion, our preliminary and exploratory
study was able to inspire several design
implications that can help guide the development
of sylvan games as an area of design and research.
The current study is limited in scope, as it
included a restricted number of participants and
two relatively simple games. Additional data
including psychophysiological measures during
play (Empatica), and maps realised by the players
were collected and will be explored in future
studies aiming to establish a more concrete
framework for safe and influential sylvan games.</p>
    </sec>
    <sec id="sec-10">
      <title>6. Acknowledgments</title>
      <p>This work was supported by the Academy of
Finland Flagship Programme (337653
ForestHuman-Machine Interplay (UNITE).
7. References</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>W.</given-names>
            <surname>Gaver</surname>
          </string-name>
          ,
          <article-title>What should we expect from research through design?</article-title>
          .
          <source>In Proceedings of the SIGCHI conference on human factors in computing systems</source>
          , pp.
          <fpage>937</fpage>
          -
          <lpage>946</lpage>
          ,
          <year>2012</year>
          , May.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>W.</given-names>
            <surname>Gaver</surname>
          </string-name>
          ,
          <article-title>Science and design: The implications of different forms of accountability</article-title>
          .
          <source>In Ways of Knowing in HCI</source>
          . Springer,
          <fpage>143</fpage>
          -
          <lpage>165</lpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>A.</given-names>
            <surname>Hook</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Coulton</surname>
          </string-name>
          ,
          <article-title>Games design research through game design practice</article-title>
          .
          <source>In Game Design Research: An Introduction to Theory and Practice</source>
          . ETC Press,
          <volume>97</volume>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>P.</given-names>
            <surname>Lankoski</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Holopainen</surname>
          </string-name>
          ,
          <article-title>Game design research</article-title>
          . ETC Press Pittsburgh, PA,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>D.</given-names>
            <surname>Leorke</surname>
          </string-name>
          ,
          <article-title>Location-based gaming: Play in public space</article-title>
          .
          <source>Singapore: Palgrave Macmillan</source>
          .
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>M.</given-names>
            <surname>Thibault</surname>
          </string-name>
          ,
          <article-title>"Towards a Typology of Urban Gamification."</article-title>
          <source>In Hawaii International Conference on System Sciences</source>
          , pp.
          <fpage>1476</fpage>
          -
          <lpage>1485</lpage>
          .
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>J.</given-names>
            <surname>Paavilainen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Korhonen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Alha</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Stenros</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Koskinen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Mayra</surname>
          </string-name>
          ,
          <article-title>The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream</article-title>
          .
          <source>In Proceedings of the 2017 CHI conference on human factors in computing systems</source>
          , pp.
          <fpage>2493</fpage>
          -
          <lpage>2498</lpage>
          ,
          <year>2017</year>
          , May.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>Q.</given-names>
            <surname>Stevens</surname>
          </string-name>
          ,
          <article-title>The ludic city: exploring the potential of public spaces</article-title>
          .
          <source>Routledge</source>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>A.</given-names>
            <surname>Nijholt</surname>
          </string-name>
          ,
          <article-title>Playable cities: The city as a digital playground</article-title>
          . Singapore: Springer,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>R.</given-names>
            <surname>Glas</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Lammes</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Lange</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Raessens</surname>
          </string-name>
          ,
          <string-name>
            <surname>I. Vries</surname>
          </string-name>
          ,
          <article-title>The playful citizen</article-title>
          . Amsterdam University Press,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>J.</given-names>
            <surname>Huizinga</surname>
          </string-name>
          ,
          <article-title>Homo ludens: A study of the play-element in culture</article-title>
          .
          <source>Routledge</source>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>K. J. Krein</surname>
          </string-name>
          ,
          <article-title>Nature sports</article-title>
          .
          <source>Journal of the Philosophy of Sport</source>
          ,
          <volume>41</volume>
          (
          <issue>2</issue>
          ),
          <fpage>193</fpage>
          -
          <lpage>208</lpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>T.</given-names>
            <surname>Santos</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R. Nogueira</given-names>
            <surname>Mendes</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Vasco</surname>
          </string-name>
          ,
          <article-title>Geocaching activity within protected vs. recreational urban areas</article-title>
          .
          <source>In 7th International Conference on Monitoring and Management of Visitors in Recreational and Protected Areas</source>
          , Tallinn, Estónia, pp.
          <fpage>270</fpage>
          -
          <lpage>272</lpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>A.</given-names>
            <surname>Kultima</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Alha</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Nummenmaa</surname>
          </string-name>
          ,
          <article-title>Design constraints in game design case: survival mode game jam 2016</article-title>
          .
          <source>In Proceedings of the international conference on game jams, hackathons, and game creation events</source>
          , pp.
          <fpage>22</fpage>
          -
          <lpage>29</lpage>
          ,
          <year>2016</year>
          , March.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>G.</given-names>
            <surname>Deleuze</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Guattari</surname>
          </string-name>
          ,
          <article-title>A thousand plateaus</article-title>
          . A&amp;
          <string-name>
            <surname>C Black</surname>
          </string-name>
          ,
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>F.</given-names>
            <surname>Altarriba Bertran</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E. Márquez</given-names>
            <surname>Segura</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Duval</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Isbister</surname>
          </string-name>
          ,
          <article-title>Chasing play potentials: Towards an increasingly situated and emergent approach to everyday play design</article-title>
          .
          <source>In Proceedings of the 2019 on Designing Interactive Systems Conference</source>
          , pp.
          <fpage>1265</fpage>
          -
          <lpage>1277</lpage>
          ,
          <year>2019</year>
          , June.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>M.</given-names>
            <surname>Woods</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Balestrini</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Bejtullahu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Bocconi</surname>
          </string-name>
          , G. Boerwinkel, M. Boonstra, ... &amp; G. Seiz, Citizen sensing: a toolkit,
          <year>2018</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>A. J.</given-names>
            <surname>Elmore</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C. D.</given-names>
            <surname>Stylinski</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Pradhan</surname>
          </string-name>
          ,
          <article-title>Synergistic use of citizen science and remote sensing for continental-scale measurements of forest tree phenology</article-title>
          .
          <source>Remote Sensing</source>
          ,
          <volume>8</volume>
          (
          <issue>6</issue>
          ),
          <fpage>502</fpage>
          ,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>M.</given-names>
            <surname>Thibault</surname>
          </string-name>
          ,
          <article-title>Punk gamification</article-title>
          .
          <source>In GamiFIN 2019: Proceedings of the 3rd International GamiFIN Conference. CEUR-WS</source>
          ,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <given-names>K.</given-names>
            <surname>Lynch</surname>
          </string-name>
          ,
          <article-title>The image of the city</article-title>
          . MIT press,
          <year>1964</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>G.</given-names>
            <surname>Bachelard</surname>
          </string-name>
          , La poétique de l'espace. Presses Universitaires de France,
          <year>1958</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <given-names>E. R.</given-names>
            <surname>Thompson</surname>
          </string-name>
          ,
          <article-title>Development and Validation of an Internationally Reliable Short-Form of the Positive and Negative Affect Schedule (PANAS)</article-title>
          .
          <source>Journal of CrossCultural Psychology</source>
          ,
          <volume>38</volume>
          (
          <issue>2</issue>
          ),
          <fpage>227</fpage>
          -
          <lpage>242</lpage>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <given-names>V.</given-names>
            <surname>Braun</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Clarke</surname>
          </string-name>
          ,
          <article-title>Using thematic analysis in psychology</article-title>
          . Qualitative research in psychology,
          <volume>3</volume>
          (
          <issue>2</issue>
          ),
          <fpage>77</fpage>
          -
          <lpage>10</lpage>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <given-names>J.</given-names>
            <surname>Fereday</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Muir-Cochrane</surname>
          </string-name>
          ,
          <article-title>Demonstrating rigor using thematic analysis: A hybrid approach of inductive and deductive coding and theme development</article-title>
          .
          <source>International journal of qualitative methods</source>
          ,
          <volume>5</volume>
          (
          <issue>1</issue>
          ),
          <fpage>80</fpage>
          -
          <lpage>92</lpage>
          ,
          <year>2006</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <given-names>J. A.</given-names>
            <surname>Bopp</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E. D.</given-names>
            <surname>Mekler</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Opwis</surname>
          </string-name>
          ,
          <article-title>Negative emotion, positive experience? Emotionally moving moments in digital games</article-title>
          .
          <source>In Proceedings of the 2016 CHI conference on human factors in computing systems</source>
          , pp.
          <fpage>2996</fpage>
          -
          <lpage>3006</lpage>
          ,
          <year>2016</year>
          , May.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>