We use an installation that enhances a game of tag,
where players can step-in and start playing. During such play beneficial activities can be encouraged
through game mechanics that steer player’s behavior. Commonly, players arerequiredto take certain actions,
or areinsistedthrough rewards such as power-ups. We propose enticing players through incentives akin
to achievements, and influence players’ proxemic behavior. We enticed runners to collect particles near the tagger
which made their avatar increasingly beautiful. Runners got closer to the tagger,
which suggests thisenticingstrategy works.