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

  • Gustavo Martins Universidade Federal do Amazonas
  • Genildo Gomes Universidade Federal do Amazonas
  • Júlia Luiza Conceição Universidade Federal do Amazonas
  • Leonardo Marques Universidade Federal do Amazonas
  • Dan Da Silva Universidade Federal do Amazonas
  • Thais Castro Universidade Federal do Amazonas
  • Bruno Gadelha Universidade Federal do Amazonas
  • Rosiane de Freitas Universidade Federal do Amazonas

Resumo


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.
Palavras-chave: crowd computing, entertainment industry, mobile computing, participatory sensing, user experience.
Publicado
26/10/2020
MARTINS, Gustavo; GOMES, Genildo; CONCEIÇÃO, Júlia Luiza; MARQUES, Leonardo; DA SILVA, Dan; CASTRO, Thais; GADELHA, Bruno; DE FREITAS, Rosiane. Enhanced interaction: audience engagement in entertainment events through the Bumbometer app. In: SIMPÓSIO BRASILEIRO SOBRE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 14. , 2020, Evento Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2020 . p. 121-130.