Design Implications for Context Aware Mobile Games

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Design Implications for Context Aware Mobile Games Design Implications for Context Aware Mobile Games Anders Liljedal Thesis for the Degree of Master of Science Department of Information Science Majoring in Computer Science Computer Science Division 20 credit points Uppsala University No. nn/2002 P.O. Box 513 ISSN 1100-0686 S-751 20 UPPSALA Sweden Abstract Computer games on stationary computer systems have been around for a long time and the design issues are fairly well understood, but there is very little research on the design issues of mobile games. Many mobile games are exactly the same as their stationary counterparts -- however, there is a class of mobile games being developed that incorporates things such as the player's direction, speed, location, or proximity to objects in the physical world into the game play itself. So far, very little research has been done on incorporating mobile properties into game-play, which means that there are many unanswered questions on how such properties can contribute to an enhanced game experience. In this thesis a study was conducted in which a prototype of a mobile game called Ghost Catcher was evaluated to examine the user reactions when playing this game. The game was evaluated and the players’ reactions, comments and concerns when playing it were examined by letting them play the game in its proposed setting. The test sessions were recorded with video cameras and qualitative interviews of the users were also conducted. This thesis has resulted in a list of design implications for mobile games. This list consists of a number of different insights: how the physical and virtual objects that the players interact with should appear, the importance of an introduction and feedback in a game and finally how the device that is used the game should look like and appear. 2 ABSTRACT................................................................................................................ 2 1 INTRODUCTION................................................................................................. 5 1.1 Summary of Related Work.......................................................................................... 5 1.2 Summary of the Problem Statement .......................................................................... 5 1.3 Summary of the Method.............................................................................................. 6 1.4 Summary of Conclusions............................................................................................. 6 1.5 Limitations .................................................................................................................... 6 2 RELATED WORK ............................................................................................... 7 2.1 A Brief History of Mobile Gaming ............................................................................. 7 2.2 Location-aware systems............................................................................................... 9 2.3 Mobile Games ............................................................................................................. 10 2.4 Backseat Entertainment ............................................................................................ 12 3 PROBLEM STATEMENT.................................................................................. 14 3.1 Problem Statement..................................................................................................... 14 3.2 What is Original about my Contribution................................................................. 15 3.3 What is Important about my Contribution ............................................................. 15 4 METHOD........................................................................................................... 16 4.1 Method Description.................................................................................................... 16 4.1.1 Ghost Catcher....................................................................................................... 16 4.1.2 Study Protocol...................................................................................................... 19 4.1.3 Framework for Analyzing and Compiling Results .............................................. 21 4.2 Results .........................................................................................................................23 4.2.1 Section 1 – The Power Plant ................................................................................ 23 4.2.2 Section 2 – The Gas Container (Kalle Kulas laboratory)..................................... 27 4.2.3 Section 3 – The Old Oak Tree.............................................................................. 29 4.2.4 Section 4 – The Old Cottage ................................................................................ 32 4.2.5 Section 5 – The Allotment (The Hattenfnatt village)........................................... 34 5 CONCLUSIONS................................................................................................ 37 3 5.1 Discussion of Results .................................................................................................. 37 5.1.1 Relationship towards objects................................................................................ 37 5.1.2 Progress ................................................................................................................ 40 5.1.3 Handling............................................................................................................... 41 5.1.4 Cooperation .......................................................................................................... 42 5.1.5 Other Issues.......................................................................................................... 43 5.2 List of my Contributions............................................................................................ 45 5.3 Direction for Future Work........................................................................................ 47 5.4 Acknowledgements..................................................................................................... 48 6 REFERENCES.................................................................................................. 49 6.1 References in Print..................................................................................................... 49 6.2 References Online....................................................................................................... 50 7 APPENDIX ........................................................................................................ 51 7.1 Compilation of Segment Characteristics.................................................................. 51 7.2 Summary of Results ................................................................................................... 52 4 1 Introduction Computer games on stationary computer systems (desktop computers, game consoles etc.) have been around for a long time, but the development of mobile games is fairly new. Mobile games are, broadly defined, computer-based games that can be played "on the move", whether on hand-held or vehicle-mounted devices. Many mobile games are exactly the same as their stationary counterparts -- however, there is a class of mobile games being developed that incorporates things such as the player's direction, speed, location, or proximity to objects in the physical world into the game play itself. So far, very little research has been done on incorporating mobile properties into game-play, which means that there are many unanswered questions on how such properties can contribute to an enhanced game experience (i.e. what the users find fun, interesting, compelling, enjoyable etc. in a game). In this thesis a prototype of a game called Ghost Catcher1, which has been developed at the mobility studio at Interactive Institute, will be evaluated to examine the user reactions when playing this game. This game is supposed to be played while being mobile and it uses the different mobile properties while trying to bridge the gap between the virtual world and the physical world in an effort to heighten the player’s game experience. The game will be evaluated in its proposed setting i.e. the backseat of a car while the car is traveling on the road. For the purpose of this thesis, mobile properties are defined as the characteristics that appear and are present when moving or traveling. These different properties affects the relation a person has to his or hers surroundings (environment, different objects etc.) and are location, direction or speed. There are a number of other properties that can appear as a result of being mobile, for example carsickness, thirst, hunger and fatigue. This thesis will limit itself to the mobile properties that are relevant in this case, i.e. game-related mobile properties. 1.1 Summary of Related Work There are mainly three areas of interest: Location-aware systems, Mobile games and Backseat entertainment. These systems are supposed to aid the user in different tasks, for example navigation (i.e. an interactive car navigational tool etc.) with the use of position. Mobile games can be used in almost every environment and the games primary function is to entertain the user, not to be used, like location-aware systems, as a utility to aid in certain tasks. Backseat entertainment systems consist of a VCR or DVD and a small screen fitted in the backseat of a car. These systems
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