An Experience Across the Entire Reality-Virtuality Continuum
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ToDIGRA ToDIGRA Physical and Digital in Games and Play Editors: Frans Mäyrä, Katriina Heljakka & Anu Seisto ETC Press Pittsburgh ETC Press 2013 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/ licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. All submissions and questions should be sent to: etcpress-info ( at ) lists ( dot ) andrew ( dot ) cmu ( dot ) edu For formatting guidelines, see: www.etc.cmu.edu/etcpress/files/ WellPlayed-Guidelines.pdf ‘That’s Not a Secure Area’ Physical-Digital Sound Links in Commercial Locative Games Inger Ekman Abstract Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game. One form of pervasive games are locative mobile games, which utilize physical movement as game control. To facilitate eyes-free interaction during play, these games benefit from exploring sound- based content. However, it is currently unclear what type of sound- based interaction is feasible to the general audience. Another consideration is which sound design strategies best support the goal of situated experiences, and how to design sound that supports game experiences drawing upon location-awareness, and intermixing virtual content with physical reality. A first generation of locative mobile games is already commercially available. The present contribution analyzes seven commercially available locative games (Ingress; Shadow Cities; Zombies, Run!; Inception the App; The Dark Knight Rises Z+; CodeRunner) and summarizes the sound design strategies employed to contextualize game content in real-world. -
The Production of Agency in Locative Media Art Practice
Technological University Dublin ARROW@TU Dublin Doctoral Applied Arts 2012-6 The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice Conor McGarrigle Technological University Dublin Follow this and additional works at: https://arrow.tudublin.ie/appadoc Part of the Arts and Humanities Commons Recommended Citation McGarrigle, C. (2012) The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice. Doctoral Thesis. Dublin, Technological University Dublin. doi:10.21427/D7D88Q This Theses, Ph.D is brought to you for free and open access by the Applied Arts at ARROW@TU Dublin. It has been accepted for inclusion in Doctoral by an authorized administrator of ARROW@TU Dublin. For more information, please contact [email protected], [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License The Construction of Locative Situations: the production of agency in Locative Media art practice. Conor McGarrigle, BSc University College Dublin, MA National College of Art & Design Dublin. This Thesis is submitted to the Dublin Institute of Technology in Candidature for the Degree of Doctor of Philosophy Graduate School of Creative Arts and Media & Digital Media Centre June 2012 Supervised by: Dr. James Carswell, Head of Spatial Information Technologies Research, Digital Media Centre DIT. Mr. Martin McCabe, Lecturer School of Media, DIT & Teaching Fellow, GradCAM. Dr. Brian O'Neill, Head School of Media, DIT. Abstract This thesis is a practice led enquiry into Locative Media (LM) which argues that this emergent art practice has played an influential role in the shaping of locative technologies in their progression from new to everyday technologies. -
Gap Analysis”
“The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point -
Research Article Kioskar: an Augmented Reality Game As a New Business Model to Present Artworks
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2016, Article ID 7690754, 12 pages http://dx.doi.org/10.1155/2016/7690754 Research Article KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks Yoones A. Sekhavat Faculty of Multimedia, Tabriz Islamic Art University, Hakim Nezami Square, Azadi Boulevard, Tabriz, East Azerbaijan 51647-36931, Iran Correspondence should be addressed to Yoones A. Sekhavat; [email protected] Received 26 October 2015; Revised 28 January 2016; Accepted 21 February 2016 Academic Editor: Ali Arya Copyright © 2016 Yoones A. Sekhavat. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence. 1. Introduction where an object resides in order to play the game. This is an important advantage of pervasive games that is not possible Recent years have witnessed a widespread success of com- in traditional computer games [5]. -
Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2018 Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the English Language and Literature Commons, and the Library and Information Science Commons Recommended Citation Johnson, Jay, "Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games" (2018). Theses and Dissertations. 1837. https://dc.uwm.edu/etd/1837 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. ISSUES WITH REALITY: DEFINING AND EXPLORING THE LOGICS OF ALTERNATE REALITY GAMES by Jay Johnson A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in English at The University of Wisconsin-Milwaukee August 2018 ABSTRACT ISSUES WITH REALITY: DEFINING AND EXPLORING THE LOGICS OF ALTERNATE REALITY GAMES by Jay Johnson The University of Wisconsin-Milwaukee, 2018 Under Supervision of Professor Stuart Moulthrop Alternate Reality Games (ARGs), a genre of transmedia experiences, are a recent phenomenon, with the first recognized ARG being The Beast (2001), a promotion for the film A.I.: Artificial Intelligence (2001). This dissertation seeks to more clearly define and investigate contexts of transmedia narratives and games, specifically ARGs. ARGs differ from more popular and well-known contemporary forms of gaming in several ways, perhaps most importantly by intensive use of multiple media. -
The Effect of Surroundings on Gaming Experience
The Effect Of Surroundings On Gaming Experience A. Imran Nordin Paul Cairns Matthew Hudson Department of Computer Department of Computer Department of Computer Science, Science, Science, University of York, UK University of York, UK University of York, UK [email protected] [email protected] [email protected] Alejandro Alonso Eduardo H. Calvillo Div. Nuevas Tecnologías de la Gámez Información, City of San Luis Potosí, UPSLP, Mexico San Luis Potosí, Mexico [email protected] [email protected] .mx ABSTRACT context in which players find themselves. In many cases, Today, digital games are available on a variety of mobile the digital games are traditional games but played in a new devices, such as tablet devices, portable game consoles and context, for example Need for Speed and Battlefield: Bad smart phones. Not only that, the latest mixed reality tech- Company 2 have previously been played on console or pc but nology on mobile devices allows mobile games to integrate can now be played on iPhone/iPad. Further, basic digital the real world environment into gameplay. However, little games like Tetris or Super Mario have long been available has been done to test whether the surroundings of play in- on portable game consoles such as on Nintendo Gameboy. fluence gaming experience. In this paper, we describe two Clearly these games, amongst others, can be played almost studies done to test the effect of surroundings on immer- any where at any time! sion. Study One uses mixed reality games to investigate whether the integration of the real world environment re- However, there are also increasing numbers of games that duces engagement. -
«Playful Design» Im Gesundheitswesen
RE-Mission, Action-Spiel für krebskranke Kinder Helsana’s Edutainment-Spiel Helsi-Game Therapie-Spiel Gabarello für das Lokomat Gerät Wi-Five?, ein Spiel für WTO’s Hand-Hygiene. Whitepaper «Playful Design» im Gesundheitswesen Gbanga zeigt auf, wie «Playful Design», «Serious Games» und Gamification im Gesundheitswesen erfolgreich eingesetzt werden können, um Patienten und Personal zu aktivieren, zu motivieren und zu unterstützen. Qualität, Hygiene Mit Spielen können Spitäler Personal trainieren, Arbeitsfehler reduzieren und die Hygiene verbessern. Health Literacy Prävention Gamification erklärt auf Gamification kann verständliche Weise Patienten dazu ermutigen, komplexe medizinische Präventionsmassnahmen Vorgänge und Wirkungen. zu treffen. Sicherheit, Therapietreue Vorbereitung Pflege, Rehabilitation Zuhause wird die Spieler trainieren in Spiel- Pflegebedürftige bleiben Medikamentenabgabe simulationen für Unfälle und durch Spiele fit und sorgen für spielerisch sicherer. Notfallsituationen sich selbst. In diesem Whitepaper lernen Sie, • welche Herausforderungen im Gesundheitswesen mit Gamification gelöst werden können • welche erfolgreichen Beispiele es weltweit und in der Schweiz gibt • wie man Gamification einsetzt, um Patienten und Personal zu motivieren und zu informieren • welche Gamification-Mechaniken im Gesundheitswesen von Bedeutung sind • wie solche Mechaniken eingesetzt werden können • welches die Zielgruppen für Gamification im Gesundheitswesen sind. © 2013 Gbanga, Millform AG, Brauerstrasse 31, 8004 Zürich, Schweiz. www.gbanga.com +41435366701 Herausforderungen des Gesundheitswesens und “… A purely sick-care Beispiele von Playful Design, Serious Games und system provides no long- Gamification Gamification-Mechanismen können komplizierte Sach- term incentive for people verhalte besser kommunizieren, nicht sofort sichtbare to help prevent themselves Langzeiteffekte als Folge von heutigem Handeln im Zeitraffer simulieren, die Motivation verbessern, die from getting sick, and is Konzentration steigern und Fehler vermeiden. -
Transactionsofthedigitalgamesr
ToDIGRA ToDIGRA Physical and Digital in Games and Play Editors: Frans Mäyrä, Katriina Heljakka & Anu Seisto ETC Press Pittsburgh ETC Press 2013 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/ licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. All submissions and questions should be sent to: etcpress-info ( at ) lists ( dot ) andrew ( dot ) cmu ( dot ) edu For formatting guidelines, see: www.etc.cmu.edu/etcpress/files/ WellPlayed-Guidelines.pdf ToDIGRA by Editors: Frans Mäyrä, Katriina Heljakka & Anu Seisto is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted Contents Introduction Frans Mäyrä, Katriina Heljakka & Anu Seisto 1 Building Material Exploring Playfulness of 3D Printers Stephanie de Smale 7 Game Design in an Internet of Things Paul Coulton, Dan Burnett, Adrian Gradinar, David Gullick 39 & Emma Murphy From the Board to the Streets A Case Study of Local Property Trader Alison Gazzard, Mark Lochrie, Adrian Gradinar, Paul 67 Coulton, Daniel Burnett & Daniel Kershaw SimCity and the Creative Class Happiness, Place, and the Pursuit of Urban Planning Frederika Eilers 97 ‘That’s Not a Secure Area’ Physical-Digital Sound Links in Commercial Locative Games Inger Ekman 121 The Case for Computer-Augmented Games Using computers to support and not dictate gameplay Karl Bergström and Staffan Björk 159 The Roll of the Dice in Warhammer 40,000 Marcus Carter, Mitchell Harrop & Martin Gibbs 191 About the ETC Press 219 Contributors 221 vii Introduction Frans Mäyrä, Katriina Heljakka & Anu Seisto Editors’ Introduction to the Special Issue Even while digital games have meant a major transformation for the landscape of games and play, it can also be argued that all games are always also physical – or hybrid – by their nature.