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Entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour

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Title: Entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour


1
Entering an age of playfulness where persistent,
pervasive ambient games create moods and modify
behaviour
  • Mark Eyles
  • Roger Eglin

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?

3
Overview
  • Computer technology
  • Ambient intelligence
  • Pervasive games
  • Ambient music
  • Ambient games
  • Ambient Quest
  • An age of playfulness

4
Growth of computer technology
5
Growth 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)

6
Growth of computer technology
Digital Rainbow 100 1982 http//pc-museum.com/offi
cewing.htm
  • One computer One user
  • 1981 IBM introduced the personal computer

7
Growth of computer technology
  • Many computers One user
  • The current state of play

8
Growth 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)
9
Ambient 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)

10
Ambient 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

11
Ambient intelligence
  • Ambient intelligence environments offer a
    promising technology for creating pervasive games

12
Computer game properties Commitment to play
  • Learning curve
  • Play time
  • Civilization 2 vs. Tetris vs. Hangman

13
Computer 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)

14
Computer game properties Commitment and movement
15
Pervasive 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)

16
Pervasive 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

17
Pervasive and ambient games
18
Ambient 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)

19
Ambient 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

20
Defining ambient games
  • Progress Quest - a game that requires minimal
    player intervention

(www.progressquest.com (Fredricksen, 2004))
21
Defining 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

22
Defining 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.

23
Defining 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

24
Defining 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

25
Defining 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

26
Defining 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

27
Defining ambient games
28
A 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.

29
Ambient 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

30
Virtual world
  • The Ambient Quest game world consists of a
    virtual environment containing quests to complete
    (achieved by defeating monsters at various
    locations)

31
Ambient 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
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33
Future 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?

34
Future 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

35
Future 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

36
Final 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

37
Final 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)

38
Entering 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
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