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Pervasive Games: Theory

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The Play Concept We can understand a game to be an ... 2 opposite poles... The Sims? -A Final Fantasy game? How does being. pervasive change. game? ... – PowerPoint PPT presentation

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Title: Pervasive Games: Theory


1
Pervasive GamesTheory DesignJanuary 23, 2006
2
What is game?
  • We are not asking, What defines a game? or
    What are the pieces of a game?
  • We are asking, What is the nature of an
    experience/activity that is describe as a game?

3
The Play Concept
  • We can understand a game to be an activity that
    embodies what Johann Huizinga (1950) called the
    play concept
  • ...a voluntary activity or occupation executed
    within certain fixed limits of time and place,
    according to rules freely accepted but absolutely
    binding, having its aim in itself and accompanied
    by a feeling of tension, joy, and the
    consciousness that it is "different" from
    "ordinary life" (28).
  • Now that we have a (loose) understand of what a
    game (kind of) is, how do we place all games in a
    comparative context?

4
Play vs. Game
  • Via linguistics, Huizinga (1950) was one of the
    first individuals to point out a close connection
    between the concepts of play and game.
  • ...French has jeu, jouer Italian gioco,
    giocare Spanish juego, jugar Portuguese jogo,
    jogar Rumanian joc, juca while similar words
    occur in Catalan, Provencal and Rhaeto-Romanic...
    (36-37)
  • The English language is one of the few
    languages that creates a distinction between the
    concepts of play and game.
  • If a majority of languages create a connection
    between
  • play and game
  • what are the implications of said connection?

5
PLAYis related toGAME(duh)
  • Publishing in his native French (jeu, jouer),
    Roger Caillois (1958) sought to create a universe
    of play (13).
  • ...games are arranged in a rank order of
    progression. They can be placed on a continuum
    between two opposite poles. At one extreme an
    almost indivisible principle, common to
    diversion, turbulence, free improvisation, and
    carefree gaiety...that can be designated by the
    term paidia. At the opposite extreme, this
    frolicsome and impulsive exuberance is almost
    entirely absorbed or disciplined by a
    complementary, and in some respects inverse,
    tendency to its anarchic and capricious nature
    there is a growing tendency to bind it with
    arbitrary, imperative, and purposely tedious
    conventions...I call this second component ludus
    (13).
  • This approach was echoed in Gonzalo Frascas
    IDT Masters Thesis Videogames of the Oppressed
    (2001) with slight variation- he replaced the
    analog values with binary ones.

6
A continuum between2 opposite poles
  • An activities status as either Paidia or Ludus
    is a flowing designation that quickly changes
    with context.
  • Arguably, there are superlative values (Pure
    Paidia Absolute Ludus), but that debate is not
    for this venue.
  • Is there a point at which we can safely say
    that an activity is more paidia or more ludus?
  • (and not just because I already plotted the
    point on the continuum)

7
The Sum-ZeroThreshold
  • Frasca (2001) used what I refer to a Sum-Zero
    Threshold to delineate his binary understanding
    of paidia and ludus.
  • A Sum-Zero Condition is simply a winning
    condition being incorporated into an activity.
    The overall gains from the activity equal the
    overall losses so that their sum is zero.
  • Where on the continuum would we locate
  • -Playing Airplane?
  • -Playing Fetch with your dog?
  • -The Sims?
  • -A Final Fantasy game?

8
How does beingpervasive changegame?
  • Pervasive spreading or spread throughout
    "armed with permeative irony...he punctures
    affectations" "the pervasive odor of garlic"
    "an error is pervasive if it is material to more
    than one conclusion"
  • Ubiquitous omnipresent being present
    everywhere at once
  • Locative indicates location.
  • Mixed or Alternate Reality a merging of worlds
    or realities of perception.
  • Viral A self-propagating practice or pattern
    that moves from person to person.
  • Definitions via Google define function.

9
Blurring the Magic Circle.
  • Huizinga (1950) asserted that all games take
    place within a Magic Circle
  • the negotiated limits of time and space in
    which the game activity is executed.
  • Within the Magic Circle, we a prone to accept
    the rules and other limitations that a game
    imposes on us. Salen and Zimmerman (2004) refer
    to this concept as the lusory attitude of
    players. Players readily accept that games are
    systems with limits. The degree to which a player
    can rationalize why a certain limit exists
    affects his/her willingness to adopt a lusory
    attitude.
  • Montola (2005) states that pervasive games are
    defined by their spatial, temporal, and social
    expansions of the Magic Circle.
  • We are no longer fully aware of where a game is
    being played, when it is being played, or who it
    is being played with.
  • Game rules are indistinguishable from social
    expectations and even laws. It is unclear where
    and when a player should adopt a lusory attitude.
    Some players enjoy this higher level of
    apprehension. Other players become uncomfortable
    stop playing the game.
  • Do players have a safety net?

10
Pervasive Gamesand Mobile Technology
  • Blast Theory (2005) theorizes that when
    designing games with mobile technology as a key
    component, we must design for 4 states
  • 1) Connected and Tracked A player is connected
    to a network and his/her location is being
    tracked.
  • 2) Tracked, but not Connected A players
    location is being tracked, but he/she is not
    connected to a network.
  • 3) Connected, but not Tracked A player is
    connected to a network, but his/her location is
    not being tracked.
  • 4) Not Connected or Tracked A player is not
    connect to a network or being tracked. The player
    is completely off the grid.
  • Will your designs take each state into account?

11
Talk the Talk.
  • Alternate Reality Game glossary available _at_
  • http//www.unfiction.com/glossary/

12
Examples
  • Pac-manhattan
  • http//www.pacmanhattan.com/
  • Tombstone Holdem
  • http//www.lastcallpoker.com/allin/
  • Majestic
  • http//en.wikipedia.org/wiki/Majestic
  • Can You See Me Now?
  • http//www.canyouseemenow.co.uk/cambridge/en/intr
    o.php
  • I Love Bess
  • http//www.ilovebees.com/
  • Edoc Laundry
  • http//www.edoclaundry.com/

13
References
  • Benford, Steve, et. al. (2005) Can You See Me
    Now?. Viewed 23 January 2006,
  • lthttp//www.crg.cs.nott.ac.uk/axc/documents/ToCH
    I_2005.pdfgt
  • Caillois, Roger. (1958) Man, Play and Games.
    Chicago, Illinois. University of
  • Illinois Press.
  • Frasca, Gonzalo. (2001) Videogames of the
    Oppressed Videogames as a
  • Means of Critical Thinking and Debate. Viewed
    29 December 2004,
  • lthttp//www.ludology.org/articles/thesis/gt.
  • Huizinga, Johann. (1950) Homo Ludens. Boston,
    Massachusetts. Beacon Press.
  • Montola, Markus. (2005) Exploring the Edge of
    the Magic Circle
  • Defining Pervasive Games. Viewed 23 January
    2006,
  • lthttp//users.tkk.fi/mmontola/exploringtheedge.p
    dfgt
  • Salen, Katie Zimmerman, Eric. (2004) Rules of
    Play Game Design
  • Fundamentals. Cambridge, Massachusetts. MIT
    Press.

14
Pervasive GamesTheory DesignJanuary 23, 2006
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