Showing posts with label Pervasive games. Show all posts
Showing posts with label Pervasive games. Show all posts

Wednesday, November 10, 2010

Flook it!

Flook is a location-based browser. Its very graphical. Its is a game awarding you for augmenting your surroundings by sharing information about them. To me Flook is more playful and the more graphical approach than similar apps like GoWalla and Foursquare is appealing.

In Flook you create "cards" that tell about a place. You add text, a photo and a category to the card. Cards can be informative, express a sentiment, comment on something in the surrounding etc. Every time you share you are awarded.

Cards can be collected or shared and people befriended. The categories can be from "Funny", "Food and drink", "For sale", "Place to go", "Question", "Event" "Local secret", "Art",or "Uncategorized".

You can also search featured flookers - these are users that present specific content - such as last.fm (concerts) or EnglishHeritage (knowledge on historical sites).

Tuesday, November 9, 2010

Transmedia storytelling

Interested in creating a pervasive game - or tell a story using a range of media, but you haven't got a team of developers in your back or technical skills yourself? Then the "Transmedia Storyteller" might be the option.

They offer a content management system, that should allow you to focus on the content - not the tech stuff.

I'll be looking into this. Do you have experience with this or similar systems please do share!

Tuesday, November 17, 2009

From Audience to Users in Computer Gaming

In 2006 Erik Kristiansen from Performance Design on Roskilde University wrote a paper on MMORPG’s and pervasive games in relation to the role of the players. Kristiansen arguments that computer games are mass media, though they are different from other mass media in one respect: In computer games the audience are not just reacting but actually interacting with the media.

Kristiansen states that the player’s engagement in the game even goes beyond interaction, as the player is creating a game performance. Kristiansen make a distinction between three different types of games:
  1. Reactive games: These games are in a way passive as the game play is in control of the computer, the player is not.
  2. Action games: The player can act and have full control of the game though the player is bound to use the state of the game as basis for choosing the actions.
  3. Creative games: The player has full control over the game and is even creating game play by combining game elements which alters the game.
Games are more and more offering creative possibilities to the players so that the players can play on the third level. According to Kristiansen pervasive games are mass media in a new way as they can embrace many people at one time, and at the same time they take computer gaming to the streets. Also they make it possible to promote collective intelligence in solving the games and therefore they offer creative games to the public.

Media is thought as a part of our everyday life whereas play takes place in a separate space, Kristiansen writes, and at the same time play is a core activity of everyday life. In other words media is the everyday site for play. The boundary between play and seriousness is also less distinct than earlier according to Kristiansen. This makes it even more relevant to talk about pervasive games.

Relevance:
I find it quite interesting to discuss if player freedom is actually adding to the game experience. I am not quite sure that self configurable games are better games. This is not What Kristiansen is saying, but the theme is here.

Reference

KRISTIANSEN Erik. (2006) From Audience to Users in Computer Gaming. The MMORPGs and pervasive games as mass media. In Publics, audiences and users: Theoretical and methodological challenges in a multidisciplinary field of research, A NordForsk doctoral course, Hotel Niels Juel, Køge, Denmark.

Wednesday, October 14, 2009

Do-it-yourself pervasive game

If none of the movies running are worth seeing, if you know every video game on your shelves by heart OR if you simply feel like getting outdoors and like creating an interesting game - then what about building your own game, even one that lets you use the physical environment as a playground. Yes, you can built your own pervasive game.

There are various options if you have the right mobile phone with a decent GPS unit built in.

These platforms all allow you to make your own pervasive game:

* You can download a kit with LocoMatrix
* Orbster also has a pervasive game engine
* Finally you can try out your game creating skills through the services offered at Cipher Cities

Get some inspiration playing some of the games already there - some of them are beta, others have been played a great deal. This is a nice opportunity for creative minds and academic bodies to get a hands on experience creating games that use location aware technology. And hey it might even be fun!

If anybody got a great game to recommend please write a comment!

Friday, August 28, 2009

Pervasive games on speed - who's the rabbit?

Pervasive games - digital game that uses the physical world as a playground - is often a game-play, reminiscent of a treasure hunt combined with orienteering and adventure games. It does certainly not have to be this way. In Germany you will find this new adventure and award winning game:



The game is strategical, uses the possibilities of technology to give a classic game of tag entirely new dimensions. There are ethical or at least security issues associated with the game as I could imagine that when players become engrossed, they would tend to forget about safety in traffic and being considerate of non-players who come in their way. But these are speculations, the fact is that the game offers interesting opportunities for more action packed pervasive gaming.

The game was developed by Fast Food Challenge and you can download the game from their website, where you can also see if your mobile can run the game.

This game will undoubtedly make you break a sweat! Who would lake to join me? Man overboard!

Thursday, August 20, 2009

The spaces we inhabit



Art is not about decorating world, but to take responsibility and move the world, says architect Olafur Elisson.

Eliasson has created many works around the world. In one of them - Green River - where he poured green paint in a river in Los Angeles, Stockholm, Moss (Norway), Bremen and Tokyo to give the inhabitants of the town a sense of space, its dimensions and what time and motion means for space. In that way the inhabitants can experience how their body is a part of the given space and that there is a consequence of their presence. According to Eliasson, this give people a sense of the materiality of space and thereby the knowledge that they can actually change space. It makes space available to the public.


If you go to the Guggenheim Museum in Bilbao (with I highly recommend!) You can experience
The Matter of Time
, which is a work by Richard Serra. It consists of huge rusty iron plates, which stands on the floor and form corridors that the audience can explore and get lost in. Some of the corridors are shaped like ellipses, some are parallel. The great thing about the installation, is that while walking through it you can fell how the surroundings affect your body. You may actually find that you begin to tilt to one side, with the walls - or that you get the feeling of being crushed when the walls lean inward and closes at the top.

Richard Serra describes his work like this:
"The sculptures are not objects that its separately in the space, actually quite the opposite is true, they engender a spatial continuity with the environment In which they exist."

Serra and Eliasson alike are working with something I am very interested in, namely: How do we experience the spaces we inhabit, how do we influence on space and vice versa; and what does this mean for design of art installations (landscape) architecture, and games (pervasive games) that are set in physical space? The spaces we engage in is created and shaped by the way we use it, and it affects us even more than we sometimes realize.

Monday, June 1, 2009

You Mean It’s Only a Game?

In the article “You Mean It’s Only a Game? Rule Structures, the Magic Circle, and Player Participation in Pervasive Mobile Gaming” (2006) Alison Harvey brings ethics in pervasive games into focus. In game theory there is an implicit agreement that when playing the players find them in a magic circle, which makes out a conceptual and symbolic structure that surrounds the play world. Within this magic circle it is clear who is playing and who is not according to Harvey. In some pervasive games this divide is not fixed, which means that people can be part of the game without their consent.

The concept of the magic circle has to do with the rigidity of boundaries in games. Harvey quotes Huizinga for writing that rules are vital to a game as they create the play world by setting its boundaries and they determine what is acceptable inside the boundaries of the game.

The pervasive games can make the player aware of things in their environment that they normally would not notice. In this way, Harvey writes, pervasive games actually shift the boundaries of the real world for the players. This shift and lack of clearance of boundaries raise ethical questions when for example a non-player is integrated in the game due to the shifting boundaries. Harvey quotes Benford et al 2006 that makes a distinction between the primary user (player) as a performer and the spectators (secondary users). The secondary user is not only a person who watches the game, but also persons who have an indirect influence on the game as they can be asked for directions or even have a defined role in the game according to Benford and his co-authors. They refer to a framework “The frame of the game” that is pushed through mobile gaming. It is this framework that settles the roles of the users – primary and secondary. Within the framework there is a transition between being a primary user and a secondary user. The primary users have an unspoken contract with the secondary users that they confirm continuously through rituals, conventions, and both physical and intellectual structures. In this setting the performer – or primary user – is the frame constructor and the spectator – secondary user – is the frame interpreter.

This setup challenges the concept of the magic circle according to Harvey. The players are running around in the streets without a clear demarcation of what is inside the game world and what is not. In addition non-players or spectators can be part of the game without their consent. Benford et al do distinguish between audience members that are aware that the actions they are observing are within a performance frame, and bystanders who has not got clue of what is going on. However Harvey notes that it is pure chance who belongs to which group as there is nothing in the framework that supports the difference. Harvey criticises both Benford et al and Montola and Waern for not having serious concerns for the secondary users. Montola and Waern write that a “very engaging experience” can be obtained through the use of “social expansion” which is expanding the game socially and including non-players in the game. Harvey notes that they neglect to mention who is experiencing is for. Benford et al do realize that there is a risk when including non-players in the game. They purpose designing a “safety harness” that protects the players – not the non-players according to Harvey.

Harvey concludes that there is a lack of discussion on the ethical questions that come out of playing with frames and boundaries in public spaces. Her opinion is that play is something that the participants have to enter explicitly. She acknowledges that when games are been played in public they will draw attention and players can interact with non-players. But this should not be scripted into the design as a part of the game according to her. Harvey states that the boundary between players and non-players must remain intact for ethical reasons. She points out that this might change later, when conventions on the area develop, as they can give the non-players a clue about what is going on.

Reference:
Harvey, A.: You Mean It’s Only a Game? Rule Structures, the Magic Circle, and Player Participation in Pervasive Mobile Gaming
; Proceedings of CGSA 2006 Symposium (2006)

Friday, May 29, 2009

Visions of Sara (Danish title: Saras Syner)

I would like to introduce Sara. She is the mere shadow of her own self. She is haunted by voices and foul sights. On a lot of locations in her home town Odense, she is experiencing strange things. This unnerving condition has evolved over some time, but now Sara has had it. Her last chance is H.U.B (This is Danish and short for: the Special Unit for handling the Haunted, Exorcism and Obsession), a sort of Ghostbusters team, that can solve the mystery and thereby set Sara free.

In other words Sara is the protagonist of the pervasive game “Visions of Sara”, that I created in 2009 as a part of my dissertation using a platform developed by and in cooperation with DJEEO. The project was supported by Udviklingsforum Odense (Forum for Development in Odense) and Odense Kommune (Municipal of Odense). Finally the development of the game is part of the research project Serious Games on a Global Market and of my Ph.D.project on pervasive games.

Here is video from the opening of the game (just ignore the bit of spoken Danish):

You can now play it in Odense, everything you need to do is to bring one, three or more friends at the central library and lend equipment from them.

Odense is the third largest town of Denmark. Situated in the centre of Denmark, the old town was grounded before 988 it has a lot of historical buildings and stories lying under the surface. The town was once the seat of religion with lots of monasteries, convents and churches. In old times it was even the town of the kings and queens. It was here the King Knud was killed by the mobs – in one of the churches.

Odense developed in to an industrial town, with a functional harbor and highways leading through the town. Nowadays the harbour is in a development phase from hub of transportation to hub of culture. This change is on the sketchbook and slowly seen in the harbour as well. But according to the municipal of Odense the citizens have not yet seen the full potential of the harbour. But how do they communicate and demonstrate that the harbour is no longer a place for trucks and containers, but a scene for Sunday walks and sports?

Sara would not exist if it was not for Odense. She is created to guide the citizens through the layers of the town. At first she was supposed to roam the harbour. But she decided to start in the centre of town – just to be sure to have company. The idea is to create a pervasive game that invites the players to experience the town, while playing the game.

When the players enter the streets, they follow the goal, rules and story of the game. The players perceive their surroundings through game optics. This brings about interesting possibilities, not only for game enthusiasts, but also for tourists, newcomers or for those interested in architecture and history for example. To be able to make use of this possibility, we need to gain knowledge and experience of how the rules of a game, its goals and stories influences the perception of the physical surroundings.

It is challenging to find the level of how close the game must be connected to the physical surroundings. Players have stated that a game becomes pointless if there is “no reason why they are out in the streets”. This speaks in favour of establishing a close connection to the gamers’ surroundings.

On the other hand, games that are based on one location, e.g. in the monastery garden behind the church of St. Knud in Odense, cannot immediately be moved to a new location without a game producer changing the game. The game loses its mobility, which can be one of the reasons why pervasive games have not hit the civil market yet.

The players’ experience is central to my research, because it is really the experience that is sold when a digital game is handed over the counter or is downloaded.

The project casts light upon the role of the physical surroundings and the players, together, in a number of pervasive games. That is, how the games are perceived by the players, and what it takes to add meaning to the players’ encounter with the physical surroundings. As a part of the project, the game “Sara’s visions” has been developed in cooperation with the company DJEEO (www.djeeo.dk). It is now possible to play the game at Odense Central Library – and, of course, in the streets of Odense.

Monday, October 13, 2008

Pervasive Games in Ludic Society

In the paper Pervasive Games in Ludic Society (Stenros et al., 2007) Stenros, Montola and Mäyra show how pervasive games emerge from three different cultural trends:
  1. The first, is the increasing blurring of facts and fiction in media culture
  2. The second, is the struggle over public space
  3. The third, is the rise of ludus in society
The authors recognise that pervasive games are influenced by the idea of pervasive computing. Despite of this they do not consider pervasive games as technology-based. Though technology plays an important role in creating new pervasive games, technology is not at the core of the activity according to Stenros et al. They use Montola’s definition of pervasive games as games that expand spatial, temporal and social boundaries of traditional games(Montola, 2005).

Traditional games are normally played by certain people, at a certain time, and in a set place. Pervasive games break with at least one of these three certainties.

The authors take Huizinga’s understanding of play as the opposite to ordinary as a starting point.

This contradiction is blurring nowadays in media, when we conceive truth and story, fictive and real as related to game and ordinary: This is seen in popular movies as The Game (1997), The Truman Show (1998), The Matrix (1999) and in the marketing for The Blair Witch Project (1999). In all of these pieces fact and fiction are mixed so that it is not clear what is real and fictive, and what is truth and story.

The authors make a point out of explaining how users on the Internet are playing with facts and fabricated reality. They uses identity and gender play as examples, but also ARGs that are based on fake websites and scam baiting which is playing with email spammers in order to see how far the spammer will go. These are examples of how we are using reflectivity, self-awareness and performativity as tools in order to play with meaning, speculation, fabrication and fluid identities. The authors claim that these tools become ubiquitous parts of everyday activities and that they makes the terms “truth” and “real” relative.

The second trend that pervasive games emerge from according to the article is the public and urban space movements. These are movements for reclaiming or questioning the conventions around public space. These are theatre groups; the graffiti movement; people planning events in the public space like creating a small park on a parking lot or athletic individuals that travel through the city in alternative ways such as skaters or people performing Le Parkour.

All of these street movements negotiate or comment upon the accepted use of public space and they do it in a playful way which is in line with another trend and the third that influences pervasive games, namely the rise of ludus in society.

The authors claim that the Western world has turned into a culture of gamers with the rise of digital games. They quote game researcher Jesper Juul’s definition of a classic:
“[...] game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable.”
This definition fits the type of formal play that Roger Caillois dubbed ludus (formal play) as opposed to paidia (free play). Stenros et al claim that the tendency is that we see more and more paidiec activities as ludic. In addition more and more games have an increased amount of paidiec elements, like storytelling in war games or combining dancing and singing with digital games like in Singstar.

What is the denominator of these different examples? Stenros et al are using Michael Apter’s distinction between playful mindset (paratelic) and serious mindset (telic). According to Apter both mindsets can result in pleasure. In order to understand what kind of activities that take place Stenros et al add further two categories: Playful context and serious context. Games are traditionally perceived as activities carried out in a playful mindset and in a playful context. But as we have seen activities carried out in a playful mindset but in an ordinary context are emerging. This situation can be even more complex as a context can be playful to some and serious to others like in Candid camera, in this case the context is fabricated.

When play is taken out of its spatial, temporal and social context: the magic circle has expanded. Play pervades the ordinary world. This is what pervasive games are all about according to the authors:
“Pervasive games have a tendency to play wildly with the different contexts and mindsets, leading into various different activities.”
Pervasive games are in other word encouraging people to interact in both playful and serious contexts.

Relevance:
The link to "Claiming back the streets" is highly relevant to my project. My focus is on pervasive games that pervades real space. Also the distinction between spatial, temporal and social context is interesting.

Keeping in mind that Michael Apter did not write about context but merely the internal mindset of a person. According to Apter the mindset and motivation of a person can not be affected intentionally and directly. Despite of this the context must play a role in the experience.

Reference:
"Pervasive Games in Ludic Society" (Stenros et al., 2007) Stenros, Montola and Mäyra