Invisible cities: urban games mediated by mobile technologies
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1 Invisible cities: urban games mediated by mobile technologies Christos Sintoris¹, Soterios Dimitriou¹, Nikoleta Yiannoutsou¹, Nikolaos Avouris¹ ¹Human Computer Interaction Group, University of Patras
2 Overview Pervasive computing games A brief review Bridging the gap How to design pervasive computing games Invisible City - Rebels Vs Spies The original Mafia party game Expanding the concept Rebels Vs Spies Understanding the process The MDA framework Testing in the field Results Future directions
3 Overview Pervasive computing games A brief review Bridging the gap How to design pervasive computing games Invisible City - Rebels Vs Spies The original Mafia party game Expanding the concept Rebels Vs Spies Understanding the process The MDA framework Testing in the field Results Future directions
4 Pervasive computing games: A brief review of the past years Technology Mobile devices, smartphones, networks Pervasive computing pervasive computing games First decade Games are research projects, design experiments, artful performances... Frequency 1555, Geocaching, PacManhattan, Can you see me now? New era Proliferation of iphone/android devices More computing capacity More users Games are easy to install and play Co-players are abundant Home invasion (pacmap)...
5 Pervasive computing games: A brief review of the past years Technology Mobile devices, smartphones, networks Pervasive computing pervasive computing games First decade Games are research projects, design experiments, artful performances... Frequency 1555, Geocaching, PacManhattan, Can you see me now? New era Proliferation of iphone/android devices More computing capacity More users Games are easy to install and play Co-players are abundant Home invasion (pacmap)...
6 Pervasive computing games: A brief review of the past years Technology Mobile devices, smartphones, networks Pervasive computing pervasive computing games First decade Games are research projects, design experiments, artful performances... Frequency 1555, Geocaching, PacManhattan, Can you see me now? New era Proliferation of iphone/android devices More computing capacity More users Games are easy to install and play Co-players are abundant Home invasion (pacmap)...
7 Pervasive computing games: A brief review of the past years Technology Mobile devices, smartphones, networks Pervasive computing pervasive games First decade Games are research projects, design experiments, artful performances... Frequency 1555, Geocaching, PacManhattan, Can you see me now? New era Proliferation of iphone/android devices More computation More users Games are easy to install and play Co-players are abundant Home invasion (pacmap)... Frequency 1555
8 Pervasive computing games: Bridging the gap The transformational potential of technology Optimism. Technology can Connect people Turn cities into playgrounds Spark debate Layer depth over the real location Doubt. How are these opportunities to be effected? How to design pervasive computing games?
9 Pervasive computing games: Bridging the gap The transformational potential of technology Optimism. Technology can Connect people Turn cities into playgrounds Spark debate Layer depth over the real location Doubt. How are these opportunities to be effected? How to design pervasive computing games?
10 Pervasive computing games: Bridging the gap The transformational potential of technology Optimism. Technology can Connect people Turn cities into playgrounds Spark debate Layer depth over the real location Doubt. How are these opportunities to be effected? How to design pervasive computing games?
11 Pervasive computing games: How to design? Games are complex artifacts Goal: design of location based games The learning potential Physical experience Mental challenge Social interaction Immersion Games in places of high information Knowing the city, living the urban landscape Activities for visitors Site-specific playful educational activities
12 Overview Pervasive games A brief review Bridging the gap How to design pervasive games Invisible City - Rebels Vs Spies The original Mafia party game Expanding the game Rebels Vs Spies Understanding the process The MDA framework Testing in the field Results Future directions
13 Invisible city - Rebels Vs Spies How to design pervasive computing games? Adapt existing games Hide & seek, treasure hunt, cops & robbers Party games, board-, trading- or role playing games Computer games Invisible city - Rebels Vs Spies Multiplayer game for Android devices The players move in the city, observe, solve puzzles, compete and cooperate
14 Invisible city - Rebels Vs Spies: The original Mafia party game Template: Mafia game, Aka Night in Palermo, Werewolves, Assassins... Asymmetrical information, informed minority VS uninformed majority
15 Invisible city - Rebels Vs Spies: The original Mafia party game Two teams try to prevail, Citizens VS Assassins
16 Invisible city - Rebels Vs Spies: The original Mafia party game Assassins know each-other, but pretend to be citizens Citizens know there are X assassins among them
17 Invisible city - Rebels Vs Spies: The original Mafia party game A moderator steers the game
18 Invisible city - Rebels Vs Spies: The original Mafia party game During night, the assassins eliminate a citizen During day, all the players vote one suspect player out of the game Night/day continues until only assassins or only citizens are left
19 Invisible city - Rebels Vs Spies: The original Mafia party game Some observations Asymmetrical information Deep social play Reliance on observation, mimicry and emotion No tools needed Eliminated players participate as observers Combination of Deception & bluffing Prisoner's dilemma Ostracism [performance trust groups identity...] Moderated game
20 Invisible city - Rebels Vs Spies: The original Mafia party game Some observations Asymmetrical information Deep social play Reliance on observation, mimicry and emotion No tools needed Eliminated players participate as observers Combination of Deception & bluffing Prisoner's dilemma Ostracism [performance trust groups identity...] Moderated game
21 Invisible city - Rebels Vs Spies: The original Mafia party game Some observations Asymmetrical information Deep social play Reliance on observation, mimicry and emotion No tools needed Eliminated players participate as observers Combination of Deception & bluffing Prisoner's dilemma Ostracism [performance trust groups identity...] Moderated game
22 Invisible city - Rebels Vs Spies: The original Mafia party game Some observations Asymmetrical information Deep social play Reliance on observation, mimicry and emotion No tools needed Eliminated players participate as observers Combination of Deception & bluffing Prisoner's dilemma Ostracism [performance trust groups identity...] Moderated game
23 Invisible city - Rebels Vs Spies: The original Mafia party game Some observations Asymmetrical information Deep social play Reliance on observation, mimicry and emotion No tools needed Eliminated players participate as observers Combination of Deception & bluffing Prisoner's dilemma Ostracism [performance trust groups identity...] Moderated game
24 Invisible city - Rebels Vs Spies: The original Mafia party game Some observations Asymmetrical information Deep social play Reliance on observation, mimicry and emotion No tools needed Eliminated players participate as observers Combination of Deception & bluffing Prisoner's dilemma Ostracism [performance trust groups identity...] Moderated game
25 Invisible city - Rebels Vs Spies: Expanding the concept Aim: Real-world, location based game Running in the real world. Solving puzzles. actions are situated in real context experiences are associated with knowledge Interaction with real-world objects Players interacting with each other Plotting and strategy building
26 Invisible city - Rebels Vs Spies: Expanding the concept Aim: Real-world, location based game Running in the real world. Solving puzzles. actions are situated in real context experiences are associated with knowledge Interaction with real-world objects Players interacting with each other Plotting and strategy building
27 Invisible city - Rebels Vs Spies: Expanding the concept Aim: Real-world, location based game Running in the real world. Solving puzzles. actions are situated in real context experiences are associated with knowledge Interaction with real-world objects Players interacting with each other Plotting and strategy building
28 Invisible city - Rebels Vs Spies: Expanding the concept Spatial expansion From the room To the city Performance Locations are spread out Players cannot observe each other Meaning and storyline is fragmented Eliminated players are without role Contextuality Incorporate contextual information By observing features of locations/objects By scanning barcodes containing information (QR codes)
29 Invisible city - Rebels Vs Spies: Expanding the concept Spatial expansion From the room To the city center Performance Locations are spread out Players cannot observe each other Meaning and storyline is fragmented Eliminated players are without role Contextuality Incorporate contextual information By observing features of locations/objects By scanning barcodes containing information (QR codes)
30 Invisible city - Rebels Vs Spies: Expanding the concept Spatial expansion From the room To the city center Performance Locations are spread out Players cannot observe each other Meaning and storyline is fragmented Eliminated players are without role Contextuality Incorporate contextual information By observing features of locations/objects By scanning barcodes containing information (QR codes)
31 Invisible city - Rebels Vs Spies: Expanding the concept Rebels Uninformed majority Spies Informed minority
32 Invisible city - Rebels Vs Spies: Expanding the concept At the beginning of a round the players gather together and choose a leader
33 Invisible city - Rebels Vs Spies: Expanding the concept A leader is elected who chooses the missions for each player
34 Invisible city - Rebels Vs Spies: Expanding the concept The leader sends the missions to the players and becomes a normal player Some missions are critical, some are not If a critical mission fails, the round goes to the spies
35 Invisible city - Rebels Vs Spies: Expanding the concept Each player proceeds to find the location mentioned in the mission
36 Invisible city - Rebels Vs Spies: Expanding the concept The players can choose to either succeed or fail
37 Invisible city - Rebels Vs Spies: Expanding the concept After completing the mission each player proceeds to the location for the next round
38 Invisible city - Rebels Vs Spies: Expanding the concept The game is a succession of phases where players debate, argue and vote Carry out individual missions
39 Invisible city - Rebels Vs Spies: Expanding the concept The game is a succession of phases where players debate, argue and vote Carry out individual missions
40 Invisible city - Rebels Vs Spies: Expanding the concept The game is a succession of phases where players debate, argue and vote Carry out individual missions
41 Invisible city - Rebels Vs Spies: Expanding the concept The game is a succession of phases where players debate, argue and vote Carry out individual missions
42 Invisible city - Rebels Vs Spies: Expanding the concept Transformations Ostracism Sabotage Day/night structure vote/mission structure Moderator voted leader & system (+) location-specific puzzles, contextual knowledge (+) physical effort (running, walking...)
43 Invisible city - Rebels Vs Spies: Expanding the concept Transformations Ostracism Sabotage Day/night structure vote/mission structure Moderator voted leader & system (+) location-specific puzzles, contextual knowledge (+) physical effort (running, walking...)
44 Overview Pervasive games A brief review Bridging the gap How to design pervasive games Invisible City: Rebels Vs Spies The original Mafia party game Expanding the concept Rebels Vs Spies Understanding the process The MDA framework Testing in the field Results Future directions
45 Understanding the process: The MDA framework Mechanics The particular components of the game Actions, behaviors, mechanisms, tools Dynamics Run-time behavior, the result of the mechanics in time Aesthetics The emotional involvement of the player
46 Understanding the process: The MDA framework Mechanics Dynamics Asymmetrical information, voting for leader, moving to a location, finding a real-world artifact, choosing to succeed/fail a mission, meeting and debating Suspicion, bluffing, communicating, cooperating, dramatic tension Aesthetics Sensation, fantasy, challenge, discovery, narrative, fellowship, war
47 Understanding the process: Real-word testing 5 players, 1½ hours in the city of Patra Players asked to replay soon (good indicator) Some considerations Is it motivating? How easily can it be played? Distance physical effort : how much is acceptable? Missions are individual Are the puzzles interesting? Do the players understand the rules? Do they cheat? Can the players use the devices? Has context been incorporated? Does the urban landscape play a role?
48 Understanding the process: Real-word testing They reported that: (+) they understood the game, the rules, the tools Not really, interview showed some confusion (+) they were enjoyed, would replay, would pay, would recommend (+) players did gain new knowledge about the city (-) some bystanders were annoyed (-) the missions were dull irrelevant It didn't matter that much: the fun was in the dynamics
49 Understanding the process: Real-word testing They reported that: (+) they understood the game, the rules, the tools Not really, interview showed some confusion (+) they were enjoyed, would replay, would pay, would recommend (+) players did gain new knowledge about the city (-) some bystanders were annoyed (-) the missions were dull irrelevant It didn't matter that much: the fun was in the dynamics
50 Understanding the process: Real-word testing They reported that: (+) they understood the game, the rules, the tools Not really, interview showed some confusion (+) they were enjoyed, would replay, would pay, would recommend (+) players did gain new knowledge about the city (-) some bystanders were annoyed (-) the missions were dull irrelevant It didn't matter that much: the fun was in the dynamics
51 Understanding the process: Future directions Future directions Emphasis on narrative Link the tasks to a strong narrative Scenario The mayor has been kidnapped. The team searches for clues. The clues are hidden in the city. But some of the team-members are collaborators of the kidnappers Emphasis on structure Easier game mechanics Parallel competition for limited points Find objects in the city. Connect these objects to themes/concepts/hints Meaningful connection more points
52 Understanding the process: Future directions Design support for specific issues Mechanics/Dynamics/Aesthetics Good, but not enough Support real-world setting Physical dimensions (distance, weather, time/day) Contextual information (real/imaginary) Degree of freedom. The magic circle is penetrated by reality.
53 Thank you :)
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