Title: Entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour
1Entering an age of playfulness where persistent,
pervasive ambient games create moods and modify
behaviour
Advanced Games Research Group
2- If the seminal 1976 ambient music album Music for
Airports became a 21st century ambient role
playing game, what would it play like?
3Overview
- Computer technology
- Ambient intelligence
- Pervasive games
- Ambient music
- Ambient games
- Ambient Quest
- An age of playfulness
4Growth of computer technology
5Growth of computer technology
- One computer Many users
- Charles Babbage designs a computer 1821
- EDSAC 1 (Electronic Delay Storage Automatic
Calculator) 1949 the worlds first complete and
fully operational regular electronic digital
stored program computer (Jones, 2001)
6Growth of computer technology
Digital Rainbow 100 1982 http//pc-museum.com/offi
cewing.htm
- One computer One user
- 1981 IBM introduced the personal computer
7Growth of computer technology
- Many computers One user
- The current state of play
8Growth of computer technology
- Ambient intelligent environments (the future)
Tom Cruise in Minority Report http//www.visionnet
.be/parahologram.html
- Massively many intelligent computers One user
(Everyone is a user, not just Tom Cruise)
9Ambient intelligence
- There are a number of different technologies that
are enabling the development of ambient
intelligence - Interconnectivity
- Artificial intelligence
- The proliferation of computers
- These technologies support ambient intelligence,
which has - Ubiquity
- Transparency
- Intelligence
- (Aarts et al., 2001)
10Ambient intelligence predictions
- By 2010, when Intel expects that every chip it
produces will have an antenna, there will be
around 1,000 microprocessors per person - Harbor Research predicts that by 2010 worldwide
revenues from network-related devices and
associated services will be 800bn, around half
of which will come from valued-added apps and
services. - Department for Trade and Industry
http//www.nextwave.org.uk/docs/markets.htm
11Ambient intelligence
- Ambient intelligence environments offer a
promising technology for creating pervasive games
12Computer game properties Commitment to play
- Learning curve
- Play time
- Civilization 2 vs. Tetris vs. Hangman
13Computer game properties Location and movement
- Fixed (Console, PC, Set top box)
- Mobile (Mobile phone, Nintendo DS)
- Require movement
- In one location (Football, Eye Toy)
- In many locations (Alternate Reality Game)
14Computer game properties Commitment and movement
15Pervasive games
- Pervasive games are games which extend gaming
experiences into the real world - They include locative games in which players move
into the real world while playing and their
position and actions in the real world affect,
and are affected by, events in a virtual world - (Waern, 2006)
16Pervasive games
- Ambient games are a type of pervasive game
- The pervasive game examples mentioned vary from
ambient games in - The intention of the games (ambient games create
moods, they are not treasure hunts - ARGs) - The commitment the player makes to the game (they
do not have to put on back packs of computer
equipment - AR) - The level of attention required from the player
17Pervasive and ambient games
18Ambient music
- Ambient music informs ambient games
- Brian Eno coined the term ambient music on his
1978 album Ambient 1 Music for Airports - In the sleeve notes of Music for Airports Brian
Eno gives a definition of ambient music - Ambient Music must be able to accommodate many
levels of listening attention without enforcing
one in particular it must be as ignorable as it
is interesting (Eno, 1978)
19Ambient music
- I wanted to make a kind of music that would
actually reduce your focus on this particular
moment in time that you happened to be in and
make you settle into time a little bit better.
(Eno, 2003) - Think about the ways games might do this while
accommodating many levels of attention and
intervention
20Defining ambient games
- Progress Quest - a game that requires minimal
player intervention
(www.progressquest.com (Fredricksen, 2004))
21Defining ambient games
- Imagine a game similar to Progress Quest in
which, when the player starts the game, their
actions in the real world affect progress in the
game world
22Defining ambient games
- The player chooses the degree to which they wish
to manage events in the game - At one extreme the game runs itself, gathering
data from the players actions in the real world
and automatically applying this to the game world - At the other extreme the player can determine how
the real world data is applied in the game world,
micromanaging game interactions.
23Defining ambient games
- An ambient game should be as ignorable as it is
interesting (Eno, 1978) - Players can dip in and out of the game
- The game is persistent, running in the
background, creating a mood, while players are
engaged in other activities - They may respond to the game by modifying their
behaviour to affect their game progress
24Defining ambient games
- Ambient games may be controlled by everyday
actions (i.e. not using a dedicated game input
device, mouse or keyboard) in everyday, real
world environments that have gameplay
consequences in a virtual game world - These game play environments may be facilitated
by ambient intelligent technologies that embed
the game transparently in the environment
25Defining ambient games
- Ambient games allow the player to have
experiences that range from superficially shallow
to profoundly deep - The player is able to choose how they focus their
attention on the game, and can alter their degree
of attention at will - As with Music for Airports an ambient game should
accommodate many levels of attention, many levels
of involvement or intervention, creating a mood
in the environment
26Defining ambient games
- The involvement of the player in the game is not
determined by the game - This is not a push technology, but is
determined by the player who can choose when to
pull game experiences from the ambient game
27Defining ambient games
28A definition of ambient games
- Ambient games are designed to create a mood in an
environment through game interactions with
players whose behaviours, mediated by an ambient
intelligent environment or similar transparent
game interface, create changes in a virtual game
world. - Ambient games are persistent and are as
interesting as they are ignorable, facilitating a
wide variation in player determined levels of
involvement, from unaware to intensely attentive
play.
29Ambient Quest single player ambient game
simulation
- Distance walked by players determines progress in
the virtual game world - Players may engage more or less with the game by
- Altering, or not altering, distance walked
- Choosing moves for their avatars or letting the
game move them automatically - The game is always on
30Virtual world
- The Ambient Quest game world consists of a
virtual environment containing quests to complete
(achieved by defeating monsters at various
locations)
31Ambient Quest single player ambient game
simulation
- Ambient Quest is designed to create a mood in the
playing environment, overlaying a sense fantasy
adventure on the real world and giving a hint of
other hidden worlds
32(No Transcript)
33Future ambient games
- Imagine a job which involves fairly repetitive
actions which are not in themselves especially
rewarding. - Could an ambient game be designed that ran
alongside this work and brought an element of
playfulness to the job?
34Future ambient games
- Ambient Shelf Stacking Game
- Imagine an ambient game that drew its data from
supermarket shelf stacking - Employees belong to different teams that are
represented by competing avatars in a virtual
world
35Future ambient games
- Co-operative gaming
- Ambient Garden Game
- Imagine an ambient game in which players are
together trying to nurture the plants in a
virtual garden through their actions in the real
world - Interpersonal relationships
- Ambient Relationships Game
- Imagine a Sims like game where the players real
world actions affect relationships of avatars in
a Second Life like virtual world
36Final thoughts
- Game players may play even when they are not
playing! - Embed mood and behaviour altering game playing in
the world around us - Open ended, endless nature of play points towards
new mechanisms and ways of playing games in an
emerging age of playfulness
37Final thought
A sense of otherworldliness
- It is another world entirely and is enclosed
within this one it is in a sense a universal
retreating mirror image of this one, with a
peculiar geography composed of a series of
concentric rings, which as one penetrates deeper
into the other world, grow larger each
perimeter of this series of concentricities
encloses a larger world within -
- Little Big by John Crowley
- (Crowley, 1981)
38Entering an age of playfulness where persistent,
pervasive ambient games create moods and modify
behaviour
Questions
www.ambientquest.com
Mark.Eyles_at_port.ac.uk Roger.Eglin_at_port.ac.uk
Advanced Games Research Group