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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

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Chasing the Fugitive

  • 1. 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
  • 2. 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
  • 3. 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
  • 4. 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
  • 5. 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
  • 6. 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
  • 7. 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
  • 8. 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
  • 9. 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
  • 10. 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
  • 11. 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
  • 12. Preliminary Evaluation Findings Strategise prior to gameplay Communicated bar level information to partners Desired separate communication channel because more reliable © 2006 MAGIC
  • 13. 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
  • 14. 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
  • 15. 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
  • 16. 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