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Thoughts about the theory of Pervasive Gaming

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Title: Thoughts about the theory of Pervasive Gaming


1
Thoughts about the theory of Pervasive Gaming
  • Bo Kampmann Walther
  • Center for Media Studies
  • University of Southern Denmark
  • walther_at_litcul.sdu.dk
  • www.sdu.dk/hum/bkw/

2
Agenda
  • 1. A short ambition/topography of PG research
  • 2. Portable, mobile, pervasive, and intelligent
  • 3. Time, space, and presence
  • 4. Four axes
  • 5. Rules, entities, and mechanics
  • 6. Is something new also something big?

3
Ambition
  • To create a framework and provide categories and
    concepts for a LUDOLOGY OF PERVASIVE GAMING
  • To understand and reflect on the basics of
    pervasive gaming - as an underlying source of
    design, method, and analysis
  • To locate and discuss the philosophical
    consequences of mixing virtual and physical space
  • To specify and reflect on the relation between
    ficticious game world and the situated, physical
    setting of the PG game world
  • To identify and reflect on potential new rule
    structures in expanded game universes
  • To identify and speculate about the components of
    PG mechanics
  • To discuss constraints and potentials within the
    PG space paradigm

4
1. Clouds of stuff to do ... PG topography
design
Wifi-technology
PG applications
technology
ludology
PG methodology
Game studies
theory
5
From simple to complex ...
  • Traditional computer games - hardware fixated in
    space
  • Portability
  • Mobility
  • Pervasivity

6
2. From simple to complex ...
  • Portable
  • Bring the game with you (Sony, cell-phones,
    GameBoy, etc.)
  • Mobile
  • Use cell-phones as gadgets within a physical
    gameworld
  • Pervasive
  • Surroundings personal interfaces extended
    gaming space (calibration, GPS PDAs PG)
  • Pervasive Intelligence
  • Gaming environment, gameworld may change
    configuration as part of player interaction
    gameworld and game mechanics as complex adaptive
    system

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3. Time, space, and presence
  • Pervasiveness - what does it relate to?
  • Time
  • Omni-temporality the game is always on (e.g.
    MMORPGs)
  • Space
  • Mix of physical and virtual space/interface (from
    the extended use of game props to the
    deliberate mix of two ontologies)
  • Immersion
  • The psychological factor the game always has a
    totalitarian impact

13
4. Four PG Axes
  • Distribution
  • Play everywhere
  • Mobility
  • Equip all players
  • Persistence
  • And play all the time
  • Transmediality
  • Across a variety of media

14
The PG Possibility Space
  • Combining the four PG axes results in the PG
    possibility space - of technological development
    and cultural significance - that embraces
  • Networking (the connected world)
  • Freedom of device (the world of gadgets)
  • Non-closure (the world of open narratives and
    game worlds)
  • And circular storytelling (the world of media
    convergence)

15
5. Rules, entities, and mechanics
  • Traditional computer game absolute rules
  • Pervasive gaming rules
  • absolute rules dynamic rules,
  • i.e. rules that change relative to the variable
    relation between fixed game rules parameters and
    open physical encounters within the game world
  • The PG rule set-up fixed rules contingent
    rules
  • However, distinguish between
  • The algorithmic strsucture of a game (fixed)
  • The I/O engine (handling of interaction during
    gameplay)

16
5. PG Entities
  • The triadic object structure
  • An object within a pervasive game can be
  • Game object
  • Human agent
  • Physical object

17
5. PG Mechanics
  • Any part of the rule system of a game that covers
    one, and only one, possible kind of interaction
    that takes place during the game
  • Physically embedded game mechanics
  • In screen based computer games virtual physics
    simulation represents real physics
  • In PG virtual simulation is physics
  • Input-output engine with a dual purpose
  • Maintaining the contingency of interaction with
    real-life objects
  • And controlling the set of actions embedded in
    the state rules

18
6. New and big?
  • Next generation PG?
  • Wifi mobile technology adaptronics
    mobile-context location-intelligent-adaptive games

19
6. Well, perhaps not so big ...
  • Players still want the limited experience?
  • Gamers have an instinct for simulations, not
    real-life features?
  • Physics is physics because it is not physics ...
  • Why carry around clumsy equipment (look ma, no
    headset ...!)
  • The social scene of tomorrows gaming?

20
... and what about rules ...? Or, are we rule
breakers ?
  • They limit and restrict player action. Thus they
    tell what can be done with the objects associated
    with the game (and the gameplay)
  • ?hey are unambiguous and explicit (which is why
    they are easily incorporated in computer
    algorithms)
  • All players of a game must share them
  • Rules are fixed, i.e. unchangeable (if they do
    change, we refer rather to local or house
    rules)
  • They are binding, i.e. non-negotiable
  • They can be repeated, that is, they are portable
    and work independent of e.g. technology platform
    or fictional representation.
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