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M. Watkins - Chromaroma - Geomob October 2010

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M. Watkins - Chromaroma - Geomob October 2010

  1. 1. Chromaroma Ambient Gaming
  2. 2. Proliferating Location Knocking at the mainstream
  3. 3. Locative Game Player Old - Active, Engaged, Outside
  4. 4. Locative Game Player New - Social, Bragging, Indoors
  5. 5. Swiping Lo-Tech User Interface
  6. 6. Bus Swiping Lo-Tech User Interface
  7. 7. Bike Docking Lo-Tech User Interface
  8. 8. Scraping Getting the data
  9. 9. Division of Development Serial Processing
  10. 10. Playing a Lag Waiting for 48 hours
  11. 11. Visualising Journeys Trains - Topographical
  12. 12. Visualising Journeys Bikes - Geographical
  13. 13. Visualising Journeys Items - Placing, Collecting…
  14. 14. Visualising Journeys …and Trapping
  15. 15. Security Protecting your location
  16. 16. Changing Behaviour
  17. 17. Thanks Matt Watkins CTO Mudlark Twitter: mazwat Developed with: Ruby on Rails AS3 / Flex Modest Maps - Flash/Open Street Maps Resources: wearemudlark.com chromaroma.com tfl.gov.uk opendata.gov.uk

Editor's Notes

  • I
    Chromaroma is a team game played on London Transport. Where you play as one of a coloured team- red yellow or red. But you also play as an individual and within groups you can define with your friends
  • Location gaming has come of age there are a lot of different applications out there.
  • Dedicated time frames, happening outside, interacting with a time based narrative. Highly orchestrated. Commited early adopters
  • The new player is using it a social event informing other of their whereabouts.
    Checking in. actively locating.
  • Lo-tech. Only requiring an oyster card. Creating an imaginary layer on regular activity
    Passive in the background, happening despite yourself
  • Assigning relevance to pre-defined activity
  • Adding significance to physical infrastructure
  • Ruby used
  • Compared to standard web development there is a lot of complexity associated with processing a lot of events and applying game mechanics to it.
    The cost of change is high
  • Like slow food - slow gaming
    A user has to wait 48 hours to receive the results of their play.
    we like to think of it as a turn based game.
  • Events are processed as Acheivements, Missions and Collections
  • A mission. Some are simple like Goose other more complex.
  • Create an excting playback of the events you planned before. Getting rich feedback and creating visual replay of real event
  • Show bike journeys
  • Items creates interaction within the interface enabling people to place.
  • Show bike journeys
  • If you can follow someones path you can observe a number of interesting behavioural activities.
    You can choose who sees your journey history.
    You can find your friends via Twitter and, very soon, Facebook. But be aware, because your Journey History at TFL is 48 hours behind, so is your game data
  • The goose mission - people discovering that the difference between getting off one stop earlier. Can sometimes be as small as a five minute walk
    Mother and daughter team discovering London together and apart. Filling in the gaps
    Discoveing the benefits of auto top-up
    Swipe out and in within a certain time frame does not incur a cost.
    Sebastien Detarding talk about gamifying life adding badges and easy rewards is not a game.
    But we are trying to create an additional act of determination sharing activities coming to gethe to take stations by hitting barriers all at once.
    Altering behaviour because the existing behaviour is tedious
  • Adding bus journeys is a big ask: 600 stations versus 1500 routes and 55,000 stops

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