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Chasing the Fugitive
 

Chasing the Fugitive

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Designing a location-based game for collaborative play -- from Canadian Games Studies Association Conference -- Sept 2006

Designing a location-based game for collaborative play -- from Canadian Games Studies Association Conference -- Sept 2006

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    Chasing the Fugitive Chasing the Fugitive Presentation Transcript

    • Chasing The Fugitive on Campus: Designing a Location-Based Game for Collaborative Play CGSA Workshop, York University, September 21, 2006 Phillip Jeffrey, Mike Blackstock, Meghan Deutscher1, Rodger Lea, Kento Miyaoku1, Anthony Tang 1Nippon Telegraph and Telephone Corp., Japan University of British Columbia, Vancouver, Canada © 2006 MAGIC
    • Take Away Message Our research objective is to explore: How the user’s cognitive load is influenced by location-based services using multiplayer games Conduct field experiment study with The Fugitive An outdoor, mobile, location-based campus game Control level of location-awareness © 2006 MAGIC
    • Location-based Games Objective is enhanced mobile gaming experience while interacting with real world environment Use location of mobile user equipped with PDAs, mobile phone, TabletPC Wireless local area network (WiFi) or positioning system (GPS) used © 2006 MAGIC
    • Collaborative Experiences Location-based games increased CSCW visibility Context for social interaction exploration Influence of location- awareness on group members How mobile tech shapes collaborative strategies © 2006 MAGIC
    • Games which Influenced our Work Live Action Scotland Yard [LASY, 2006] Catch Bob [Nova, et al. 2005] Can You See Me Now [Benford et al., 2004] © 2006 MAGIC
    • Games which Influenced our Work Live Action Scotland Yard [LASY, 2006] Catch Bob [Nova, et al. 2005] Can You See Me Now [Benford et al., 2004] © 2006 MAGIC
    • Technical Limitations with Location- based Environment Location-based games presume in general uniform connectivity But technical difficulties may effect user experience, possibly use coping strategies to adapt Examples of infrastructure variations being incorporated into game design Treasure [Barkhuus et. al., 2005] © 2006 MAGIC
    • Cognitive Load Theory Uses an information processing model of cognition, focuses on cognitive structures that compose person’s knowledge base Emphasizes limits of working memory Associated with educational multimedia environments, opportunity to explore with LBG © 2006 MAGIC
    • The Fugitive Summer 2005, formed UBC Ubiquitous Computing group Interdisciplinary team, discuss and share ubicomp experiences To deeply understand ubicomp, designed The Fugitive © 2006 MAGIC
    • The Fugitive Game 3-person teams try to locate and trap a virtual object ‘Bob’ hidden on UBC digital map Display shows position, may show others Catch Bob and Chase Bob phases Map and Ink messaging for communication © 2006 MAGIC
    • Lessons learnt during testing UI Re-designs Created Moving ‘Bob’, Added ink message annotations for communication Provided automatic location-awareness Infrastructure Limitations 30 000 UBC access points, not full WiFi coverage Environmental Realism Sun, seamful design (login), war-driving, GPS units © 2006 MAGIC
    • Preliminary Evaluation Findings Strategise prior to gameplay Communicated bar level information to partners Desired separate communication channel because more reliable © 2006 MAGIC
    • Interpretations of Game Play (1) Understood game 1st time Understood functionality of game Different purposes & strategies for UI Map area -> used for convey location information Ink area -> used for communication © 2006 MAGIC
    • Interpretations of Game Play (2) Loved idea of real world game & chasing virtual character High motivation throughout game, no one quit PCTablet valuable for showing maps, large display Not heavy to carry for 30 minutes © 2006 MAGIC
    • Take Away Message Our research objective is to explore: How the user’s cognitive load is influenced by location-based services using multiplayer games Conduct field experiment study with The Fugitive An outdoor, mobile, location-based campus game Control level of location-awareness © 2006 MAGIC
    • Acknowledgements Special thanks to Matthias Finke, Gabriel Leung, Si Colleen Qin, Vincent Tsao, William Tsui, Steven Zhou and members of the UBC Ubicomp Group for their assistance with various stages of The Fugitive Contact: Phillip Jeffrey – phillipj@ece.ubc.ca For further information about the UBC Ubiquitous Computing Group: google “ubc ubicomp group” © 2006 MAGIC