Title: Trends in Pervasive Gaming
1Trends in Pervasive Gaming
- A challenging Research area and
- An Exploding Market
Annika Waern Swedish Institute of Computer
Science Project Coordinator, IPerG Former CTO of
Gamefederation AB
2Pervasive Gaming
- What is pervasive gaming?
- Games where game play is embedded in the real
world - mobile location-based games
- online games that reach out
- mixed reality games that blend online and on-
the-streets - augmented board games
- etc
3Pervasive Games - a Growing Market
- A new market for European mobile technology
- Europe leads the world in mobile technologies but
not in games technologies - Europe has already a front position in Pervasive
Games both research and commercially - Pervasive gaming is a market where Europe can
take lead - This market will grow to billions of euros -
exploding
4Game Design
- Pervasive games are good for you!
- They involve the world outside your bedroom
- They make you move some require physical
exertion - They are highly social
- They enrich cultural life
- They are not male-dominated
5 A New, Large Research Project in Europe
SICS, Its Alive, Interactive Institute, Gotland
University
exploring pervasive gaming
- Creates opportunities for new business
- Makes computer games more social and physical
- Contains the world leading researchers and
companies - Is timely
University of Nottingham
BlastTheory
University of Tampere
Nokia
Fraunhofer
Sony
6IPerG in Sweden
- Four Swedish Partners
- And half of the money...
- Close cooperation between research and industry
- Gotlands Spelforsknings- och Utvecklingscentrum
- SICS Gametheme
- Spelplan.se a contact network for Swedish
game industry - Masters level game education at Gotland
- Maybe coming A Ph.D. Level national research
school
SICS
Play
Its Alive
Zero Game
HGO
7IPerG Goals
- The research objective of IPerG is to develop
infrastructure, tools and methods for pervasive
games - Enable rapid and cost-effective creation and
staging of pervasive games - Create good designs
- Understand the intended audience
- Understand the societal impact of games
- IPerG explores both technology and game design
8IPerG Technology Issues
- Devices
- Mobile
- Consoles
- Ambient
- Infrastructure
- Sensors
- Networking
- Tools
- Development
- Staging
- Post-Production
Server mode (3G, GPRS, GSM, WiFi)
Peer-to-peer connection (WiFi, Bluetooth)
No connection (standalone mode
resynchronisation)
9Game Genres
- Pervasive Games can be very different from each
other - Short-term or persistent
- General public or dedicated gamers
- Mobile, position-based, sesor-based
- Overlay of virtual and physical reality
- Playable in fixed area or anywhere
- Specialised or generic technology
- NOW FOR SOME EXAMPLES....
10BotFighters
- Position-based games
- BotFighters was the worlds first commercial
position-based game. - Players build their bots online, and battle each
other on the streets by sending SMS. - Social Adaptability ?
11Backseat Gaming
Travelling Games Travelling along a road is a
sequential experience similar to
storytelling. Backseat gaming builds on this,
and creates a game that is linked to a particular
route. Timing?
12SpyGame
- Online-Onstreet Games
- In SpyGame, the players are divided into agent
teams fighting over a suitcase - Online gamers see the position of the suitcase
and provide directions - Onstreet gamers take the suitcase to their home
base - SMS-based communication
- Other teams spy on the messages
- Communication between real and virtual players ??
13MyTheme
Physical games with virtual components myTheme is
a computer-augmented card game that allows
players to create narrative structures to be
filled in by a computer. Stories emerge from the
combination of players' actions, the rules of the
game, and a computer database of story
elements. Ambient Storytelling?
Pirates
14Visby Under
- Trans-Reality games - Overlay between Physical
and Virtual Space - Visby Under is a tourist-oriented game
encapsulating historic information about Visby,
presented in the framework of ancient Gotland
legends. - The information is available by walking to the
right position in Visby. - Learning and Cross-Cultural Communication?
Ouroborous
15Enhanced Reality Live Action Role Playing
- Technology enhances the experience in live role
playing. - The LARP community in the Nordic countries is
experimental and very advanced. - The Role of Technology?
- Itself (e.g. Majestic)
- Magic
- Future or past technology
- Body extensions
- Invisible (to provide overview and documentation
facilities)
16ITPSU Role Play for Business Training
- Role Playing has long been used in therapy and in
business training (Jacob Levy Moreno, 1930s) - ITPSU was based on a classic business management
training scenario, made more realistic through
the use of distributed technology - Participants got more involved
- Trainers got a better overview
17In Reality, Who is Playing?