Beyond the Screen   the principles of pervasive game design   Markus Montola, Nokia Research Center Jaakko Stenros, Univer...
Epidemic Menace
Day of the Figurines
Interference
Insectopia
Momentum
adaptronic games alternate reality games ambient games appropriative games augmented reality games big games brink games c...
<ul><li>Examples of pervasive games with tech here! </li></ul>
 
<ul><li>magic circle </li></ul>
 
<ul><li>magic circle </li></ul>
<ul><li>pervasive game is a game that has one or more salient features that expand the contractual magic circle of play sp...
<ul><li>spatial expansion: </li></ul><ul><li>the whole world is a playground </li></ul><ul><li>temporal expansion: </li></...
 
<ul><li>there is no game state </li></ul><ul><li>embrace infinite affordances </li></ul>
embrace infinite affordances BotFighters
<ul><li>rules of irrelevance are irrelevant </li></ul><ul><li>everything matters </li></ul>
everything matters Deathgame (Killer the Game of Assassination)
<ul><li>play does not take place in a vacuum </li></ul><ul><li>plan for emergence and coincidence </li></ul>
plan for emergence and coincidence Abstract Tours
<ul><li>doing things for real is pleasurable </li></ul><ul><li>design tangible immediate experiences </li></ul>
design tangible immediate experiences The Real Race
<ul><li>real and artificial blur </li></ul><ul><li>harness reality as a source book </li></ul>
Prosopopeia harness reality a s a source book
<ul><li>pervasive games bring the playfulness of  </li></ul><ul><li>game to ordinary life… </li></ul><ul><li>… and the ple...
gps cell positioning   augmented reality   wlan rfid bluetooth infrared gprs mobile augmented reality gesture recognition ...
mobile tech  supports  pervasive games play takes place beyond the screen
Epidemic Menace play takes place beyond the screen
rich history of pervasive play without tech be inspired by predecessors
Skateboarding be inspired by predecessors
Funeral Ceremony of the Anti-Proces (Happening, 1960) be   inspired by predecessors
Masquerade be inspired by predecessors
principles of spatial expansion
balance between global and local is difficult choose physical, local, glocal or global
choose physical, local, glocal or global
cities are filled with exciting areas turn players into urban explorers
Momentum turn players into urban explorers
division to physical, virtual and mediated is fake appropriate all space
appropriate all space Heroes Evolution
principles of temporal expansion
temporal play modes help mix game and life design for dormancy, ambient play, asychronicity and seamlessness
design for dormancy, ambient play, asychronicity and seamlessness
you never know when your game is played support contextual adaptability
support contextual adaptability Leisure Suit Larry in the Land of Lounge Lizards
principles of social expansion
pervasive games are joined not purchased lure players with open, implicit, rabbit hole and viral invitations
lure players with open,  implicit, rabbit hole and  viral in vitations
players enjoy different levels of involvement tier participation
The Truth about Marika tier participation
games serve as a social alibi use brink of magic circle to empower players
use brink of magic circle to empower players Twister
play changes the way you look at the world hide in plain sight
Shelby Logan’s Run hide in plain sight
you decide where players go and what they do create social events to transform space
Pillow Fight Club create social events to transform space
<ul><li>spatial expansion: </li></ul><ul><li>the whole world is a playground </li></ul><ul><li>temporal expansion: </li></...
<ul><li>the whole world is a playground </li></ul><ul><li>explore the spatial </li></ul><ul><li>renounce the discrete play...
challenge: literacy
Spacewar!
challenge: ethical
Vem gråter
challenge: profitable
BotFighters
Prisoner Escape from the Tower questions? comments?
http://pervasivegames.wordpress.com/
<ul><li>Boal, A.  (2002):  Games for Actors and Non-Actors. Second Edition.  London, Routledge.  </li></ul><ul><li>von Bor...
http://pervasivegames.wordpress.com/
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Beyond the Screen: Principles Of Pervasive Game Design

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Beyond the Screen: Principles Of Pervasive Game Design

  1. 1. Beyond the Screen the principles of pervasive game design Markus Montola, Nokia Research Center Jaakko Stenros, University of Tampere Annika Waern, Mobile Life Center
  2. 2. Epidemic Menace
  3. 3. Day of the Figurines
  4. 4. Interference
  5. 5. Insectopia
  6. 6. Momentum
  7. 7. adaptronic games alternate reality games ambient games appropriative games augmented reality games big games brink games crossmedia games hybrid games immersive games invasive games location-based games location-aware games locative games massive games mixed reality games mobile games pervasive games reality games supergames total games trans-reality games ubiquitous games urban games
  8. 8. <ul><li>Examples of pervasive games with tech here! </li></ul>
  9. 10. <ul><li>magic circle </li></ul>
  10. 12. <ul><li>magic circle </li></ul>
  11. 13. <ul><li>pervasive game is a game that has one or more salient features that expand the contractual magic circle of play spatially, temporally or socially </li></ul>
  12. 14. <ul><li>spatial expansion: </li></ul><ul><li>the whole world is a playground </li></ul><ul><li>temporal expansion: </li></ul><ul><li>renounce the discrete play session </li></ul><ul><li>social expansion: </li></ul><ul><li>play with outsiders </li></ul>
  13. 16. <ul><li>there is no game state </li></ul><ul><li>embrace infinite affordances </li></ul>
  14. 17. embrace infinite affordances BotFighters
  15. 18. <ul><li>rules of irrelevance are irrelevant </li></ul><ul><li>everything matters </li></ul>
  16. 19. everything matters Deathgame (Killer the Game of Assassination)
  17. 20. <ul><li>play does not take place in a vacuum </li></ul><ul><li>plan for emergence and coincidence </li></ul>
  18. 21. plan for emergence and coincidence Abstract Tours
  19. 22. <ul><li>doing things for real is pleasurable </li></ul><ul><li>design tangible immediate experiences </li></ul>
  20. 23. design tangible immediate experiences The Real Race
  21. 24. <ul><li>real and artificial blur </li></ul><ul><li>harness reality as a source book </li></ul>
  22. 25. Prosopopeia harness reality a s a source book
  23. 26. <ul><li>pervasive games bring the playfulness of </li></ul><ul><li>game to ordinary life… </li></ul><ul><li>… and the pleasurable immediacy and </li></ul><ul><li>tangibility of ordinary life to game </li></ul>
  24. 27. gps cell positioning augmented reality wlan rfid bluetooth infrared gprs mobile augmented reality gesture recognition semacodes phone cameras nfc galileo 3g magnetometer image recognition haptic feedback pedometer biometric sensors gps map voip
  25. 28. mobile tech supports pervasive games play takes place beyond the screen
  26. 29. Epidemic Menace play takes place beyond the screen
  27. 30. rich history of pervasive play without tech be inspired by predecessors
  28. 31. Skateboarding be inspired by predecessors
  29. 32. Funeral Ceremony of the Anti-Proces (Happening, 1960) be inspired by predecessors
  30. 33. Masquerade be inspired by predecessors
  31. 34. principles of spatial expansion
  32. 35. balance between global and local is difficult choose physical, local, glocal or global
  33. 36. choose physical, local, glocal or global
  34. 37. cities are filled with exciting areas turn players into urban explorers
  35. 38. Momentum turn players into urban explorers
  36. 39. division to physical, virtual and mediated is fake appropriate all space
  37. 40. appropriate all space Heroes Evolution
  38. 41. principles of temporal expansion
  39. 42. temporal play modes help mix game and life design for dormancy, ambient play, asychronicity and seamlessness
  40. 43. design for dormancy, ambient play, asychronicity and seamlessness
  41. 44. you never know when your game is played support contextual adaptability
  42. 45. support contextual adaptability Leisure Suit Larry in the Land of Lounge Lizards
  43. 46. principles of social expansion
  44. 47. pervasive games are joined not purchased lure players with open, implicit, rabbit hole and viral invitations
  45. 48. lure players with open, implicit, rabbit hole and viral in vitations
  46. 49. players enjoy different levels of involvement tier participation
  47. 50. The Truth about Marika tier participation
  48. 51. games serve as a social alibi use brink of magic circle to empower players
  49. 52. use brink of magic circle to empower players Twister
  50. 53. play changes the way you look at the world hide in plain sight
  51. 54. Shelby Logan’s Run hide in plain sight
  52. 55. you decide where players go and what they do create social events to transform space
  53. 56. Pillow Fight Club create social events to transform space
  54. 57. <ul><li>spatial expansion: </li></ul><ul><li>the whole world is a playground </li></ul><ul><li>temporal expansion: </li></ul><ul><li>renounce the discrete play session </li></ul><ul><li>social expansion: </li></ul><ul><li>play with outsiders </li></ul>
  55. 58. <ul><li>the whole world is a playground </li></ul><ul><li>explore the spatial </li></ul><ul><li>renounce the discrete play session </li></ul><ul><li>exploit the temporal </li></ul><ul><li>play with outsiders </li></ul><ul><li>steer the social </li></ul>
  56. 59. challenge: literacy
  57. 60. Spacewar!
  58. 61. challenge: ethical
  59. 62. Vem gråter
  60. 63. challenge: profitable
  61. 64. BotFighters
  62. 65. Prisoner Escape from the Tower questions? comments?
  63. 66. http://pervasivegames.wordpress.com/
  64. 67. <ul><li>Boal, A. (2002): Games for Actors and Non-Actors. Second Edition. London, Routledge. </li></ul><ul><li>von Borries, F., Walz, S.P. and Böttger, M. (eds.) (2007): Space Time Play. Computer Games, Architecture and Urbanism: The Next Level . Birkhäuser, Berlin. </li></ul><ul><li>Dena, C. (2008): Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games. In Convergence: The International Journal of Research into New Media Technologies , Vol. 14, No. 1, 41-57. Sage. </li></ul><ul><li>Ericsson, M. (2003): Enchanting reality: a vision of big experiences on small platforms. In Copier, M. and Raessens, J. (eds.) Level up. Digital Games Research Conference 4-6 November 2003 Proceedings. Universiteit Utrecht, Utrecht. </li></ul><ul><li>Goffman, E. (1961): Encounters: Two Studies in the Sociology of Interaction. Bobbs-Merrill, Indianapolis. </li></ul><ul><li>Huizinga, J. (1938): Homo Ludens. A Study of Play Element in Culture. Beacon Press, Boston. </li></ul><ul><li>Martin, A., Thompson, B. & Chatfield, T. (eds.) (2006): 2006 Alternate Reality Games White Paper . International Game Developers Association IGDA. </li></ul><ul><li>McGonigal, J. (2006): This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century. Doctoral dissertation. University of California, Berkeley. </li></ul><ul><li>Ninjalicious (2005): Access All Areas. A User’s Guide to the Art of Urban Exploration . Infiltration, Canada. </li></ul><ul><li>Poremba, C. (2007): Critical Potential on the Brink of the Magic Circle. In Baba, A. (ed.): Proceedings of DiGRA 2007 Situated Play. </li></ul><ul><li>Salen, K. & Zimmerman, E. (2004): The Rules of Play. Game Design Fundamentals. MIT Press, Massachusetts. </li></ul><ul><li>Szulborski, D. (2005): This Is Not A Game. A Guide to Alternate Reality Gaming. Exe Active Media Group. </li></ul>
  65. 68. http://pervasivegames.wordpress.com/

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