Digital Powerhouse I, II
Digital Powerhouse I is an interactive board game made with processing.
Digital Powerhouse II is an AR board game made with Spark AR
Skills
Processing, Spark AR, Game Design, Graphic Design
Collaborated with
Yeji Kim, Gwonu Ryu, Hwajeong Lee
Media Arts Studio (2021-2)
Advisor: JeanHo Chu
2. 배경
We live in a digital powerhouse,
in which the internet is everywhere
3. 배경
Yes,
the internet is EVERYWHERE
.
.
.
But
Does it mean that we can use it regardless of
whenever, wherever, and whoever we are?
4. We have already experienced
Network Outage
2021.10.25 ⋯ KT Network Outage Nationwide
2018.11.24 ⋯ Fire at KT building in Ahyeon
Due to an unknown fire in the communication zone with
168,000 telephone lines and 220 optical cables, wired
and wireless communication in 14 building in Seoul did
not work.
KT's nationwide wired and wireless Internet network had
a connection failure for about an hour on the 25th,
causing confusion in companies, schools, and
restaurants using KT networks, and citizens suffered
great inconvenience.
We considered these events unusual
and expect to use the fast and stable internet as usual.
Background
5. Is this inconvenience really unusual?
No, It’s common for some
Digital gap between urban and rural areas
Smartphone Retention Rate Computer Retention Rate
Gap of 4G Speed in Average
Urban – Rural
Mbps
93.1%
85.3% 61.3%
83.2%
Nation
Rural
Nation
Rural
Background
6. Not only rural people but also we experience⋯
The Gap of Digital Power in daily life
Different Device
Different Internet Plans
.
.
.
Different Quality of The Internet
Background
.
.
.
Some people use fast and stable internet service
while others use slow and unstable one
depending on
where they are and how much they spent on
7. We cannot live without the Internet anymore
The internet has become a basic right and we take it for granted
Usually we do not recognize that
there is an inequality of the internet usage, which directly/indirectly related to livelihood.
8. Digital powerhouse is
a board game that reflects real society.
It started with the fact that it still overlooks
the inequality of digital power, even though
it is a world where we cannot live
without the internet.
It shows that unequal digital power is
directly related to money and survival.
인터넷 강국
Digital Powerhouse
Concept
9. Rules
Flow Chart
실제 플레이어의
통신 요금 조사
통신 요금이 비싼 순으로
더 많은 시드머니 분배
시드머니에 따라
플레이 순서 결정 및
인터넷 서비스 가입
1. 플레이어 턴 시작 전 세팅
주사위 굴려서
나온 칸 수 만큼 이동
시작점
경유 여부
인터넷 서비스 요금 지불
/ 데이터 초기화
보드게임 칸 도착
일 랜덤카드
이벤트
No
일 완수 여부
완수 금액 지급
Yes
No
Yes
플레이어 턴 시작
플레이어 턴 완료
다음 플레이어 턴 전환
2. 플레이어 턴 구성
10. Rules
Game Play
§ The unit of action performed by a player at once is called a turn
§ All players going around the board game board is referred to as
a round, and the game consists of a total of three rounds.
§ When the player makes his turn, he rolls the dice and moves the
space by the value of the dice.
§ Depending on the type of space in which the player arrives, the
behavior the player can take varies.
§ After the player goes around the board game board,
the player pays the fee according to the selected Internet plan,
and the player's data is initialized. Game Money
The elements that players use in game plays
Money
Data
Goods that players need to gather to win
A means for a player to multiply money
11. Rules
Settings
1. Investigate the player’s actual communication fee
2. The higher the actual communication fee, the more priority it takes in the order of play and the more seed money it takes
3. If the fee amount is the same, it is determined according to the mobile phone year
4. The player chooses an Internet plan with the given seed money
Plans Cost Amount of Data Explanation
[A] Platinum $500 / Round 1,000GB / Round Next generation super-bandwidth network.
[B] Special $300 / Round 700GB / Round For those who use data frequentl
[C] Basic $200 / Round 500GB / Round For those who are burdened with high fees
[D] Senior Essential $100 / Round 300GB / Round A cost-effective plan for parents
Communication Fee Ranking The Order of Play Seed Money
1 1 $1,000
2 2 $600
3 3 $400
4 4 $200
12. Rules
Card § You can choose whether to perform the work or not.
When you get to work, the player's data is deducted as much as the specified
capacity.
§ After the player starts working, if he or she moves as much as
the amount of data required to perform the job without experiencing events
such as communication problems, etc.,
the specified amount is automatically paid.
§ If a player fails due to an event such as a communication failure after starting
work, the specified amount will be automatically deducted.
Work
Random
§ An event that applies to all players will be launched according to the
instructions/conditions specified in the space.
Event
§ A random card is selected and an event applied to the corresponding player
or all players is triggered according to the instructions/conditions specified in
the card.
Each event, random cards are based on
network accessibility and consist of examples
that may occur universally in real society.
13. Rules
Ending
§ It's not confirmed, but the more rounds go on, the more difficult the
game becomes.
- The amount of data that needs to be exhausted increases.
- Communication problems become more frequent.
§ The winner is the one with the most money after 10 rounds.
(The number of the rounds can be changed)
Someone might be a debtor.
20. Roles
Chanu Lee
이찬우
Planning / Graphic Design / Programming
기획 / 그래픽 디자인 / 프로그래밍
Hwajeong Lee
이화정
Planning / Research / PPT
기획 / 리서치 / PPT
Yeji Kim
김예지
Planning / Game Design
기획 / 게임 디자인
Gwonu Ryu
류권우
Planning / Game Design
기획 / 게임 디자인
21. Expected Effects
#Inequality This work simulates inequality in digital power.
It was intended to show that the goods we have leads to inequality in working
opportunities and, furthermore, inequality in economic power.
Covered by the sacrifice of technological advancement.
I wanted to make people feel that the damage they actually suffer is increasing,
and inequality has become a matter of survival.
22. Midterm Project
The Winner is the player who has the most money at the end of the game
reward
Money
Data Work
pay
spend
Game Play
26. 배경
User Experience
Printed Hardboard
Game Board
AR Game Application
Mobile Device
• Players
• Money / Data
• Dice
• Cards for Work and Event
• A Power Tower
appear on the screen of a device
The players use their own device
27. 배경
User Experience
• The players completely depend on the
mobile device to play the game.
• This feature reflects dependency of our
daily life on the digital power
Dependency on a device
Why AR Game?
• Such events as os update, and network
errors can be shown more realistic
More Immersive