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Trends in Pervasive Gaming

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etc... Pervasive Games - a Growing Market. A new market for European mobile technology. Europe leads the world in mobile technologies but not in games technologies ... – PowerPoint PPT presentation

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Title: Trends in Pervasive Gaming


1
Trends in Pervasive Gaming
  • A challenging Research area and
  • An Exploding Market

Annika Waern Swedish Institute of Computer
Science Project Coordinator, IPerG Former CTO of
Gamefederation AB
2
Pervasive Gaming
  • What is pervasive gaming?
  • Games where game play is embedded in the real
    world
  • mobile location-based games
  • online games that reach out
  • mixed reality games that blend online and on-
    the-streets
  • augmented board games
  • etc

3
Pervasive Games - a Growing Market
  • A new market for European mobile technology
  • Europe leads the world in mobile technologies but
    not in games technologies
  • Europe has already a front position in Pervasive
    Games both research and commercially
  • Pervasive gaming is a market where Europe can
    take lead
  • This market will grow to billions of euros -
    exploding

4
Game Design
  • Pervasive games are good for you!
  • They involve the world outside your bedroom
  • They make you move some require physical
    exertion
  • They are highly social
  • They enrich cultural life
  • They are not male-dominated

5

A New, Large Research Project in Europe
SICS, Its Alive, Interactive Institute, Gotland
University
exploring pervasive gaming
  • Creates opportunities for new business
  • Makes computer games more social and physical
  • Contains the world leading researchers and
    companies
  • Is timely

University of Nottingham
BlastTheory
University of Tampere
Nokia
Fraunhofer
Sony
6
IPerG in Sweden
  • Four Swedish Partners
  • And half of the money...
  • Close cooperation between research and industry
  • Gotlands Spelforsknings- och Utvecklingscentrum
  • SICS Gametheme
  • Spelplan.se a contact network for Swedish
    game industry
  • Masters level game education at Gotland
  • Maybe coming A Ph.D. Level national research
    school

SICS
Play
Its Alive
Zero Game
HGO
7
IPerG Goals
  • The research objective of IPerG is to develop
    infrastructure, tools and methods for pervasive
    games
  • Enable rapid and cost-effective creation and
    staging of pervasive games
  • Create good designs
  • Understand the intended audience
  • Understand the societal impact of games
  • IPerG explores both technology and game design

8
IPerG Technology Issues
  • Devices
  • Mobile
  • Consoles
  • Ambient
  • Infrastructure
  • Sensors
  • Networking
  • Tools
  • Development
  • Staging
  • Post-Production

Server mode (3G, GPRS, GSM, WiFi)
Peer-to-peer connection (WiFi, Bluetooth)
No connection (standalone mode
resynchronisation)
9
Game Genres
  • Pervasive Games can be very different from each
    other
  • Short-term or persistent
  • General public or dedicated gamers
  • Mobile, position-based, sesor-based
  • Overlay of virtual and physical reality
  • Playable in fixed area or anywhere
  • Specialised or generic technology
  • NOW FOR SOME EXAMPLES....

10
BotFighters
  • Position-based games
  • BotFighters was the worlds first commercial
    position-based game.
  • Players build their bots online, and battle each
    other on the streets by sending SMS.
  • Social Adaptability ?

11
Backseat Gaming
Travelling Games Travelling along a road is a
sequential experience similar to
storytelling. Backseat gaming builds on this,
and creates a game that is linked to a particular
route. Timing?
12
SpyGame
  • Online-Onstreet Games
  • In SpyGame, the players are divided into agent
    teams fighting over a suitcase
  • Online gamers see the position of the suitcase
    and provide directions
  • Onstreet gamers take the suitcase to their home
    base
  • SMS-based communication
  • Other teams spy on the messages
  • Communication between real and virtual players ??

13
MyTheme
Physical games with virtual components myTheme is
a computer-augmented card game that allows
players to create narrative structures to be
filled in by a computer. Stories emerge from the
combination of players' actions, the rules of the
game, and a computer database of story
elements. Ambient Storytelling?
Pirates
14
Visby Under
  • Trans-Reality games - Overlay between Physical
    and Virtual Space
  • Visby Under is a tourist-oriented game
    encapsulating historic information about Visby,
    presented in the framework of ancient Gotland
    legends.
  • The information is available by walking to the
    right position in Visby.
  • Learning and Cross-Cultural Communication?

Ouroborous
15
Enhanced Reality Live Action Role Playing
  • Technology enhances the experience in live role
    playing.
  • The LARP community in the Nordic countries is
    experimental and very advanced.
  • The Role of Technology?
  • Itself (e.g. Majestic)
  • Magic
  • Future or past technology
  • Body extensions
  • Invisible (to provide overview and documentation
    facilities)

16
ITPSU Role Play for Business Training
  • Role Playing has long been used in therapy and in
    business training (Jacob Levy Moreno, 1930s)
  • ITPSU was based on a classic business management
    training scenario, made more realistic through
    the use of distributed technology
  • Participants got more involved
  • Trainers got a better overview

17
In Reality, Who is Playing?
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