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Interweaving Mobile Games With Everyday Life

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Interweaving Mobile Games With Everyday Life. Marek Bell, Matthew Chalmers, Louise Barkhuus, ... 'The game is highly addictive when a good spot is found! ... – PowerPoint PPT presentation

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Title: Interweaving Mobile Games With Everyday Life


1
Interweaving Mobile Games With Everyday Life
  • Marek Bell, Matthew Chalmers, Louise Barkhuus,
  • Barry Brown, Malcolm Hall,
  • Scott Sherwood, Paul Tennent
  • University of Glasgow, UK
  • Duncan Rowland
  • University of Lincoln, UK
  • Steve Benford, Alistair Hampshire, Mauricio
    Capra
  • University of Nottingham, UK

2
Focus
  • Weaving ubicomp into the fabric of everyday
    life
  • Seamful design

3
Weaving ubicomp intothe fabric of everyday life
  • Use over a long time and a large area
  • Fitting into patterns of work, leisure and home
    life

4
Seams and seamful design
  • Treasure game at Ubicomp 2005
  • Seams
  • Gaps and losses in translation in digital media
  • Seamful design
  • Taking advantage of limits and variations in
    technology

5
WiFi has seams
  • WiFi varies in position, range and access
    controls
  • Gaps, overlaps, passwords, fees, legal
    constraints... seams
  • Design to reveal and exploit this variation
    seamful design

6
A game exploiting seamful design
  • Implemented on PDAs
  • Carried everywhere, always available, any time
  • Easy to pick up and play
  • Based on wireless communications
  • Natural fit for seamful design

7
Feeding Yoshi
  • A Yoshi is a critter that eats fruit
  • Players feed Yoshis for points

8
Plantations
Players can sew seeds at empty plantations Fruits
grow in plantations Players can pick fruit
9
Yoshis world
Yoshis and plantations are scattered across the
city Players carry fruit from plantations to
Yoshis
10
Back in the real world
  • Yoshis and plantations are 802.11 access points
  • Yoshis are secure APs
  • Plantations are open APs
  • Players physically move between access points to
    play the game

11
Lots of WiFi
12
How to play
  • Players get more points for feeding Yoshis
    multiple fruits
  • Players can swap fruits with other players
  • Game play can take weeks or months

13
Technicalities
  • Implemented on HP iPAQs with 802.11
  • Points submitted to game web site via codes
  • Game web site showed a leader board
  • Game uses p2p ad hoc networks

14
Feeding Yoshis research goals
  • Understand a seamful environment
  • Yoshi is a seamful game
  • Playable over a long time, weeks or months
  • Playable at any location

15
Studying Yoshi
  • Study
  • Four teams of four people for seven days based in
    three cities
  • Derby, Nottingham and two in Glasgow
  • Evaluations
  • Diaries, interviews, system logs...

16
(No Transcript)
17
Overall, an enjoyable game
  • Fun to play, engaging, worth taking time out for
  • The game is highly addictive when a good spot is
    found!
  • I think we might have got into trouble at
    work...

18
Results
  • Patterns of play
  • Commuting and travelling
  • Impact of location
  • Friendship and collaboration
  • Spontaneous user interaction
  • Learning about coverage

19
Patterns of play
Team scores and cumulative times
  • Derby 58060
  • Glasgow1 45190
  • Glasgow2 11250
  • Nottingham 8190


1
6
0
1
2
0
Derby
Minutes
8
0
Glasgow1
Glasgow2
4
0
Nottingham
0
Friday
Tuesday
Sunday
Monday
Thursday
Saturday
Wednesday
The maximum time a player of each team spent
playing in one session, per day
20
Patterns of play (2)
  • Fitting with patterns of everyday life
  • Many short sessions to fit game into daily
    routines

12
8
Derby
Game sessions
Glasgow1
Glasgow2
4
Nottingham
0
Friday
Sunday
Monday
Saturday
Thursday
Wednesday
21
50 of sessions were less than 20 minutes
22
Commuting and travelling
  • Journeys were often good for play
  • Building understanding of Yoshis and plantations
    on routes
  • Carrying seeds to plant in good places, or to
    trade with others
  • Varying routes Id take slightly different
    street routes than Id normally take initially
    to see what was there. Once I realised there was
    good stuff there then I would adjust my route.
  • Drive-by Yoshi
  • Work as resource/constraint
  • Using works WiFi
  • Ability to take breaks, be late, slip out...
  • Time at work was not a good predictor of points

23
The impact of location
  • Practical understanding of the distribution of
    game objects
  • Interpretation of urban character Yoshi-rich
    areas
  • I saw that there were offices in the area, The
    house had a BMW outside
  • Conversation and collaboration with other players
  • Play easiest in areas mixing Yoshis and
    plantations
  • But exploring new areas could be fun and
    productive

24
The impact of location (2)
  • Crowded streets
  • I kept walking into folk!
  • Distinctive patterns of movement
  • Shuttling back and forth between Yoshis and
    Plantations
  • Standing outside or drifting by suburban homes
  • Discomfort in industrial and business districts
  • The industrial area over the road from my
    house... Lots of Yoshis and plantations but too
    many cameras and security guards
  • Some areas too dangerous to play in
  • Why do you think we have this little red button
    under the dashboard in our van?

25
Friendship and collaboration
  • Social setting affects coordination and
    collaboration
  • With other players, and with colleagues,
    partners, relatives...
  • Something to talk about
  • Potentially a barrier
  • The more time spent together, the more points
  • Trading fruit and information... and sharing the
    experience
  • Play as pairs was common within three teams
  • Play that bridged teams...

26
Interaction between strangers
  • I was playing away and then this box popped up
    saying Norman would like to trade and I thought
    I dont have a Norman on my team!. Then I saw
    this guy with a PDA and he was looking around,
    and then we caught up with each other and we
    thought hmmm not the same team. But he walked
    over and he said that he was from Team C and
    could he trade? And well, I was in my prime
    playing spot so I had all the fruit I needed, so
    I just thought, okay I would trade with him.

27
Learning about coverage
  • It got to the stage here where wed played it
    that much that we knew exactly who lived where.
    Kelly lives by the door of the block. Weve got
    Laurence down the bottom. Theres Lamar, whos
    out here somewhere pointing. Hes always a
    nightmare to pick up. Hell always want a load of
    fruit, so you go get a load of fruit thinking
    big score. Its all part of the game really.
    He was the one you could never find when you
    wanted him.

28
Game design reflections
  • Should players be forced to move out of rich
    areas?
  • Encourage mobility
  • Were some locations too good?
  • Game is inherently not fair
  • Should we support play at speed?
  • Increase ubiquity

29
Future work
  • Seams in software
  • Castles at Pervasive 2006
  • eHealth project
  • Phones and sensors to monitor and share health
    info

30
Conclusion
  • First study of a long term mobile game
  • Quality of play was flexible with everyday life
  • Augmenting existing routines and establishing new
    ones
  • Play in a local area, but benefits of wider
    exploration
  • Opportunistic play as well as strategic planning
  • Adding to experience of seamful design
  • The unit of design should be social people, in
    their environment, plus your device Mark Weiser

31
Thanks
  • Malcolm Hall mh_at_dcs.gla.ac.uk
  • My site www.malcolmhall.com
  • Public Yoshi www.yoshigame.com
  • Equator www.equator.ac.uk
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