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Interweaving mobile games with everyday life

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Interweaving mobile games with everyday life... Introduction ... Design of the game. Mobile multiplayer game. Players use system intermittently ... – PowerPoint PPT presentation

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Title: Interweaving mobile games with everyday life


1
Interweaving mobile games with everyday life
2
Introduction
  • Impact of embedding play into daily lives
  • Location based game
  • Long-term game
  • Wide-area game
  • WiFi technology Coverage and Security
    characteristics

3
Ubiquitous computing
  • Computing present everywhere
  • Integrate computer into everyday life
  • Replace the current notion of desktop computers.
  • Remote controlled lighting, automated sprinklers,
    automated refrigerator

4
Seamful design
  • Key goal for ubiquitous computing
  • Impact of variability and uncertainty
  • Remove, manage, hide, reveal
  • Exploit, to serve a specific purpose
  • Treasure, an example of seamful design.

5
Design of the game
  • Mobile multiplayer game
  • Players use system intermittently
  • Played over long period
  • Played in teams of size 4
  • Explore public and private networks

6
Rules of the game
  • Collect points by feeding Yoshis
  • Each Yoshi desires five fruits
  • Players first collect seeds from Yoshis
  • Plant these seeds in plantations
  • More points for feeding several fruits
    simultaneously.

7
Yoshi looks like
8
The plantations
9
Count of fruits and basket
10
Swapping fruits
11
Technology
  • Runs on 802.11 equipped PDAs
  • Yoshis are secured wireless points
  • Plantations are unsecured wireless access points
  • Manually upload scores
  • Swap fruits between players

12
Game setup
  • 4 teams played in 3 different urban areas
  • Glasgow1, Glasgow2, Derby, Nottingham
  • Played the game from Tuesday through Monday
  • Varied relations amongst team members
  • Varied professions
  • Compensation for participation as well as for the
    winning team

13
Modes of play
  • Change patterns of everyday life
  • Augment daily routines
  • Most successful teams employed both these
    techniques

14
Impact on patterns of everyday life
  • Advantage of playing at work
  • Hampered performance, since players enjoyed
    playing
  • Playing during commute
  • Planning activities keeping the game in mind

15
Friendship and collaboration
  • Scores depend on
  • Collaboration
  • Time spent with team members
  • Exchanging information with team members
  • Important aspects of successfully embedding the
    game into daily life
  • Extent of encounters between teammates
  • Managing interactions with non-players

16
Impact of location
  • Game played in varied locations- business
    districts, cities and suburban areas
  • Availability of WiFi
  • Easier to play in business districts
  • Temporal and spatial variation
  • Location based problems

17
Conclusion
  • First detailed study of long-term location based
    game
  • More qualitative data
  • Scoring depends on ability to fit the game into
    everyday life
  • Evidence of viability of seamful design

18
Future work
  • Scores depend on characteristics of environment
    (on luck..??)
  • Improvement in the level of skill involved
  • Make the game time-limited
  • Limit the opportunities to harvest and feed
  • Exhausting plantations after a while
  • Run games in areas of similar WiFi distributions

19
Questions
  • Any other conditions that might affect the game?
  • Effect on socialization?
  • Uploading scores manually?
  • Setting up a team game more difficult than
    individual games?
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