Waiting as Part of the Fun: Interactive Gaming in Theme Park Queues

Chris Heger, S.A.M. Offermans, J.W. Frens

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    People visiting theme parks intend to have a day of fun. Yet a larger part of the time is spent queuing for rides rather than in the actual rides, which does not contribute to the intended fun experience. Current efforts therefore either make the queue as bearable as possible or try to get rid of it altogether. In this paper we propose a vision in which we see the queue as an opportunity to become part of the fun experience of visiting a theme park. To realize this vision, we propose the use of interactive gaming platforms interwoven in queue, on which people in line can play a game that is based on several psychological principles to shorten the perceived waiting time. We present a design-case; ‘the Dream Chamber’ as an example of our vision. Evaluations of this system indicate potential for this class of systems and our proposed vision
    Original languageEnglish
    Title of host publicationFlirting with the future : prototyped visions by the next generation : proceedings of the fifth Student Interaction Design Research Conference - SIDeR '09
    EditorsI.H.C. Wouters, F.P.F. Kimman, R. Tieben, S.A.M. Offermans, H.A.H. Nagtzaam
    Place of PublicationEindhoven
    PublisherTechnische Universiteit Eindhoven
    ISBN (Print)978-90-386-1761-9
    Publication statusPublished - 2009
    Event5th Student Interaction Design Research Conference (SIDeR '09) - Eindhoven, Netherlands
    Duration: 15 Apr 200917 Apr 2009


    Conference5th Student Interaction Design Research Conference (SIDeR '09)
    Abbreviated titleSIDeR '09


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