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1
Learning in the City
through Pervasive Games
Nikolaos Avouris
[University of Patras GR]
Hybrid City 2013: Subtle rEvolutions
Athens, May 23-25 2013.
2
current gaming culture
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
3
4
Games in hybrid cities
Pervasive games facilitated by
information infrastructure and mobile
technologies use modern cities as
playgrounds
These games are conducive to learning
5
Hybrid City II & games
• C. Chrisanthopoulou –The Alice inWanderland project:An Alternate Reality Game in the
city of Athens.
• M. Ivkovic, B. Piepgras, R. van Emden - Fun, games and collaborative plans: Benefits and
shortcomings of including interactivity and gaming into the collaborative urban planning.
• I.Theona – Experiencing cities as gamescapes.
• Z. Lekkas, H. Rizopoulos, D. Charitos – Investigating the hybrid spatial experience of a
location based game.
• I. Marmaras - Banoptikon videogame: City on the run.
• I. Mavrommati, G. Mylonas, I. Chatzigiannakis, O.Akribopoulos, M. Logaras - Large scale
multiplayer sensor based installations in public spaces:The case of the Words game.
• S. Papadopoulos, A. Malakasioti, G. Loukakis, G. Kalaouzis – CLOUDS: Urban Landscapes
inVideo Games – Representations and Spatial Narratives.
• E. Kolovou – CITYgories: Playing the urban space.
• M. Saridaki, E. Roinioti - RouteMate, a location based route learning system for users with
disabilities. A playful methodological experience in different urban European landscapes.
• A. Antonopoulou – Mass mediation:The “playful crowd” and the digital present.
6
On Physical and Game Spaces
Any time we are engaged in playful
activity we cross a “magical circle”
and enter a new space: that of
game play.
New rules, new characters, new
stories evolve in this new space.
7
In LaVita e Bella R. Benigni plays “hide
and seek” in a concentration camp
8
Hybrid game spaces
Physical space
Game space
9
Hybrid game spaces
Physical space
Game space
Virtual (Digital)
space
10
o augments the Physical space
o Supports the Game Space by
imposing game mechanics
TheVirtual (Digital) Space:
11
Technologies to support
connecting digital space to
physical and game spaces
12
Intra-spaces connections
• QR codes/ NFC scanning
• Image recognition
• Gestures
• Location-based instructions
encoding
13
Intra-spaces connections
QR codes (quick response codes)
(From Derby Museum, Connection to
QRPedia)
NFCtags (Near Field
Communication)
Source: NFC at Museum of London, Nokia
(Youtube)
14
Gesture interaction modalities
Scan an image
(GoogleGoggles)
Source: Google Goggles at the
Getty Museum (Youtube)
Gesture-based
interaction
Source: RExplorer
(Youtube)
15
Location-based instructions encoding
for progressing narration
http://www.whaiwhai.com/en
• Ruyi from
whaiwhai
(youtube,TGR)
16
Primitive player actions
The players - through a mobile device -
perform actions (selection of an item, reply to
a quiz, etc.) that affect the state of the game.
The context of actions in game space and
physical space, and player identity, give
meaning to them.
e.g. proximity of two players may allow some
possible interactions between them, based on the
fact that they belong to the same or competing
teams.
17
Examples of actions meaning
• Collecting a piece of information
• Unlocking next part of a story
• Receiving further instructions
• Replying to a question, doing a puzzle
• Linking objects (action as part of a sequence)
• Transporting “virtual objects” between
positions (action as part of a sequence)
• Modifying the state of an object, i.e. locking
or unlocking it
18
Pervasive games & learning
De Souza & Delacruz (2006) claim that these
games facilitate learning :
• Social learning
– Multiuser activities content is created through
communication and collaboration
• Experiential learning
– The game provides opportunities for action and
reflection on action
• Situated learning
– Activity in relevant physical location
term used= augmented reality games
19
Pervasive games & learning
Schrier (2006) identified an evaluation
framework for location-based games based
on so called 21st century learning skills:
http://www.p21.org/
20
Pervasive games taxonomy
peadic
ludic
Action
games
Treasure
Hunts
Role Playing
Games
Partcipatory
Simulators
Situated
Language
Learning
Museum
Guides
Museum
Interactive
Guides
Museum Role
Playing Games
Adventure
Games
Fiction in
the City
Avouris N.,Yiannoutsou N. A review of mobile location-based games for
learning across physical and virtual spacesTo appear in Journal of
Universal Computer Science, vol 18. s&Yiannoutsou, 2012
21
Examples of learning in the city
• Learning about the city (tourists,
awareness)
• Learning through the city (learning
inspired by landmarks, historic sites,
etc.)
• Learning to live in the city (citizens’
skills, solving everyday problems)
22
Pervasive Games examples
• Carnival scrabble
• Who Killed Hannae
• Frequency 1550
• Invisible city
23
We can adapt existing forms of games
•Hide & seek, treasure hunt, cops & robbers
•Party games, board-, trading- or role playing
games
•Computer games
Get support through design tools
•Heuristics
•Design guidelines
•Design frameworks
How to design pervasive city games?
24
CarnivalScrabble
25
CarnivalScrabble
• Based on the CityScrabble idea
(linking places-concepts)
• An activity in the 2013Treasure
Hunt game of Patras’ Carnival
• Over 80 competing groups
using their mobile phones for
following instructions
• over 200 points in the city of
Patras, the players where asked
to access and relate them to 28
themes.
26
Who Killed Hannae
• A mystery story in the
city of Aalborg (Paay et
al. 2008) – existing novel
• Episodes of the book are
linked to sites of the city.
• Players play the role of a
detective
• Two players collaborate
to solve the mystery
27
Who Killed Hannae
• The story is delivered in the
form of newspaper, digital
character interactions
• Users collect key evidence
(i.e. pictures of objects or
responses from digital
characters
When they are successful they are rewarded with a
half sign.
When two half signs are combined the next stop
appears on the map
28
Frequency 1550
• The Place: Medieval Amsterdam
• The story: Players have to gain
366 points or days of citizenship (a
year and a day rule to earn civil
rights
• Two types of groups:
Headquarters and mobile groups
• Mobile groups undertake the role
of merchants, beggars, priests
with different status order in the
game
29
Frequency 1550
• The headquarters digitally follow the mobile team
and guide them through the tasks, they receive
information from the mobile team and make further
investigations
• The mobile team implements the tasks: go to this
place and take a picture or a video. Involve specific
places of interest
• Six areas of medieval Amsterdam linked to different
assignments: labor, trade, religion, rules,
government, knowledge, defense
30
Invisible City:
The Rebels vs Spies (RvS)
city game
31
Invisible city
RebelsVs Spies:The original Mafia party game
Inspired by: Mafia game,
aka Night in Palermo,Werewolves, Assassins...
Asymmetrical information, informed
minorityVS un-informed majority
Final : Invisible city - RebelsVs Spies
oMultiplayer game for Android devices
oThe players move in the city, observe,
solve puzzles, compete and cooperate
32
Invisible city
RebelsVs Spies:The original Mafia party game
33
Rebels → Uninformed majority
Spies → Informed minority
Invisible city
RebelsVs Spies: Expanding the concept
34
At the beginning of a round
the players gather together and
choose a leader
Invisible city
RebelsVs Spies: Expanding the concept
35
A leader is elected who decides the
missions for each player
Invisible city
RebelsVs Spies: Expanding the concept
36
The leader sends the missions to the players
and becomes a normal player
Some missions are critical, some are not
If a critical mission fails, the round goes to the spies
Invisible city
RebelsVs Spies: Expanding the concept
37
Each player proceeds to find the location
mentioned in the assigned mission
Invisible city
RebelsVs Spies: Expanding the concept
38
The players can choose to either
succeed or fail
Invisible city
RebelsVs Spies: Expanding the concept
39
After completing the mission players
proceeds to the location for the next round
Invisible city
RebelsVs Spies: Expanding the concept
40
Spatial expansion
From the room →To the city
Locations are spread out
Players cannot observe each other
Meaning and storyline is fragmented
Situated play and contextual knowledge
Incorporate contextual information
Engagement through physical involvement
Integrate a coherent narrative
Invisible city
RebelsVs Spies: Expanding the concept
41
Looking at the learning
experience
42
Learning in “Who killed Hannae”
Participants all enjoyed walking through the
city of Aalborg; in fact current residents of
Aalborg claimed that they had learned new
things about their city. For example, the
existence of theAalborg Convent, hidden
near the central city shopping precinct, and its
historical associations with the Danish
resistance duringWorldWar II had not
previously been known to any of the
participants.” (Paay et al., 2008, p. 128).
43
Learning in Frequency 1550
• active experience of history through a location-
based game adds to historical awareness,
knowledge and appreciation of the city and its
history (constructionist approach, Raessens, 2007)
• [Akkerman, 09] observed that ... the city teams who
enacted the story, were often distracted by all that
was happening in real time in the street, so while
trying to find their way through the city, searching
for assignment locations and completing the
assignments, students lost the sight of the overall
structure of the game and its narrative and learning
effect
Raessens, J. (2007) Playing History: Reflections on Mobile and
Location-Based Learning. pp. 200-217.
44
[ Extract 1 ]
R. Did you learn something about the city that
you didn’t know before playing the game?
A:We didn’t know any of it…. it was all new.
S:Yes, everything was new ….
M: …. we walk every day by these sites but we
had no idea of all these things about them
Invisible cities: familiar places seen
through a new perspective
45
[ Extract 2 ]
R: So, what would you say that you learned?
S.That the church of Pantocratoras was an
ancient temple before.
M: I was impressed with the information
about the Mayor (information about an ex
Mayor during the period 1949-1967)
Historic layer
46
[ Extract 3 ]
R: Do you think that the game would be useful for
a visitor who doesn’t know the city?
A:The game is not about “getting to know” the
city, it is about “discovering the city”. The game
is not designed for a visitor who wants to learn
what the characteristic sites of this city are.The
questions are about discovering the invisible city-
things that were hidden and not obvious when
you look at the buildings for example.
Visitors vs locals learning
47
Selective attention
[ Extract 4 ]
R: Did you have the chance to look around when
you were playing?
K: I knew the surroundings more or less. ….
48
discussion
Often Focus on factual information → game a
vehicle for transferring new information to the
player- Search for this information in an
intriguing, engaging and pleasant way
Is information all there is to learn about a city?
Embodied experience
Live the city through the game .. City narrative
Balance is needed between overworking in
“making” activities and reflection
49
… discussion
• Fragmented experiences: in the context of
this type of games places are treated as a
bunch of disconnected and de-
contextualized things (Klopfer et al., 2005)
• Fun vs learn:The focus on the place and
the mental riddles is the price the players
have to “pay” in order for the fun to
continue
50
Participation
Citizen tiles / ZsolnayCultural Quarter, Pecs
51
ookl: citizen curator
52
Mission tasks may be
contributed through a web
site (e.g. a school teacher
can design a specific version
of the game for a school
party)
Contribution of facts,
tasks, riddles by the
citizens to be included into
the game
[Sintoris et al. 2011 ]
53
ευχαριστώ
hci.ece.upatras.gr/avouris
54
Ideas for participatory tasks
• Stating preferences, voting on interesting
objects, comments etc.
• Tagging: unstructured text associated with
objects
• Debunking, criticizing: arguing against other
peoples’ ideas, tags etc.
• Recording personal stories: personal
memories associated to a site
• Linking objects or categorising: grouping of
objects or associating them with themes (e.g.
card sorting, cityscrabble)

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Learning in the City through Pervasive Games

  • 1. 1 Learning in the City through Pervasive Games Nikolaos Avouris [University of Patras GR] Hybrid City 2013: Subtle rEvolutions Athens, May 23-25 2013.
  • 3. 3
  • 4. 4 Games in hybrid cities Pervasive games facilitated by information infrastructure and mobile technologies use modern cities as playgrounds These games are conducive to learning
  • 5. 5 Hybrid City II & games • C. Chrisanthopoulou –The Alice inWanderland project:An Alternate Reality Game in the city of Athens. • M. Ivkovic, B. Piepgras, R. van Emden - Fun, games and collaborative plans: Benefits and shortcomings of including interactivity and gaming into the collaborative urban planning. • I.Theona – Experiencing cities as gamescapes. • Z. Lekkas, H. Rizopoulos, D. Charitos – Investigating the hybrid spatial experience of a location based game. • I. Marmaras - Banoptikon videogame: City on the run. • I. Mavrommati, G. Mylonas, I. Chatzigiannakis, O.Akribopoulos, M. Logaras - Large scale multiplayer sensor based installations in public spaces:The case of the Words game. • S. Papadopoulos, A. Malakasioti, G. Loukakis, G. Kalaouzis – CLOUDS: Urban Landscapes inVideo Games – Representations and Spatial Narratives. • E. Kolovou – CITYgories: Playing the urban space. • M. Saridaki, E. Roinioti - RouteMate, a location based route learning system for users with disabilities. A playful methodological experience in different urban European landscapes. • A. Antonopoulou – Mass mediation:The “playful crowd” and the digital present.
  • 6. 6 On Physical and Game Spaces Any time we are engaged in playful activity we cross a “magical circle” and enter a new space: that of game play. New rules, new characters, new stories evolve in this new space.
  • 7. 7 In LaVita e Bella R. Benigni plays “hide and seek” in a concentration camp
  • 8. 8 Hybrid game spaces Physical space Game space
  • 9. 9 Hybrid game spaces Physical space Game space Virtual (Digital) space
  • 10. 10 o augments the Physical space o Supports the Game Space by imposing game mechanics TheVirtual (Digital) Space:
  • 11. 11 Technologies to support connecting digital space to physical and game spaces
  • 12. 12 Intra-spaces connections • QR codes/ NFC scanning • Image recognition • Gestures • Location-based instructions encoding
  • 13. 13 Intra-spaces connections QR codes (quick response codes) (From Derby Museum, Connection to QRPedia) NFCtags (Near Field Communication) Source: NFC at Museum of London, Nokia (Youtube)
  • 14. 14 Gesture interaction modalities Scan an image (GoogleGoggles) Source: Google Goggles at the Getty Museum (Youtube) Gesture-based interaction Source: RExplorer (Youtube)
  • 15. 15 Location-based instructions encoding for progressing narration http://www.whaiwhai.com/en • Ruyi from whaiwhai (youtube,TGR)
  • 16. 16 Primitive player actions The players - through a mobile device - perform actions (selection of an item, reply to a quiz, etc.) that affect the state of the game. The context of actions in game space and physical space, and player identity, give meaning to them. e.g. proximity of two players may allow some possible interactions between them, based on the fact that they belong to the same or competing teams.
  • 17. 17 Examples of actions meaning • Collecting a piece of information • Unlocking next part of a story • Receiving further instructions • Replying to a question, doing a puzzle • Linking objects (action as part of a sequence) • Transporting “virtual objects” between positions (action as part of a sequence) • Modifying the state of an object, i.e. locking or unlocking it
  • 18. 18 Pervasive games & learning De Souza & Delacruz (2006) claim that these games facilitate learning : • Social learning – Multiuser activities content is created through communication and collaboration • Experiential learning – The game provides opportunities for action and reflection on action • Situated learning – Activity in relevant physical location term used= augmented reality games
  • 19. 19 Pervasive games & learning Schrier (2006) identified an evaluation framework for location-based games based on so called 21st century learning skills: http://www.p21.org/
  • 20. 20 Pervasive games taxonomy peadic ludic Action games Treasure Hunts Role Playing Games Partcipatory Simulators Situated Language Learning Museum Guides Museum Interactive Guides Museum Role Playing Games Adventure Games Fiction in the City Avouris N.,Yiannoutsou N. A review of mobile location-based games for learning across physical and virtual spacesTo appear in Journal of Universal Computer Science, vol 18. s&Yiannoutsou, 2012
  • 21. 21 Examples of learning in the city • Learning about the city (tourists, awareness) • Learning through the city (learning inspired by landmarks, historic sites, etc.) • Learning to live in the city (citizens’ skills, solving everyday problems)
  • 22. 22 Pervasive Games examples • Carnival scrabble • Who Killed Hannae • Frequency 1550 • Invisible city
  • 23. 23 We can adapt existing forms of games •Hide & seek, treasure hunt, cops & robbers •Party games, board-, trading- or role playing games •Computer games Get support through design tools •Heuristics •Design guidelines •Design frameworks How to design pervasive city games?
  • 25. 25 CarnivalScrabble • Based on the CityScrabble idea (linking places-concepts) • An activity in the 2013Treasure Hunt game of Patras’ Carnival • Over 80 competing groups using their mobile phones for following instructions • over 200 points in the city of Patras, the players where asked to access and relate them to 28 themes.
  • 26. 26 Who Killed Hannae • A mystery story in the city of Aalborg (Paay et al. 2008) – existing novel • Episodes of the book are linked to sites of the city. • Players play the role of a detective • Two players collaborate to solve the mystery
  • 27. 27 Who Killed Hannae • The story is delivered in the form of newspaper, digital character interactions • Users collect key evidence (i.e. pictures of objects or responses from digital characters When they are successful they are rewarded with a half sign. When two half signs are combined the next stop appears on the map
  • 28. 28 Frequency 1550 • The Place: Medieval Amsterdam • The story: Players have to gain 366 points or days of citizenship (a year and a day rule to earn civil rights • Two types of groups: Headquarters and mobile groups • Mobile groups undertake the role of merchants, beggars, priests with different status order in the game
  • 29. 29 Frequency 1550 • The headquarters digitally follow the mobile team and guide them through the tasks, they receive information from the mobile team and make further investigations • The mobile team implements the tasks: go to this place and take a picture or a video. Involve specific places of interest • Six areas of medieval Amsterdam linked to different assignments: labor, trade, religion, rules, government, knowledge, defense
  • 30. 30 Invisible City: The Rebels vs Spies (RvS) city game
  • 31. 31 Invisible city RebelsVs Spies:The original Mafia party game Inspired by: Mafia game, aka Night in Palermo,Werewolves, Assassins... Asymmetrical information, informed minorityVS un-informed majority Final : Invisible city - RebelsVs Spies oMultiplayer game for Android devices oThe players move in the city, observe, solve puzzles, compete and cooperate
  • 32. 32 Invisible city RebelsVs Spies:The original Mafia party game
  • 33. 33 Rebels → Uninformed majority Spies → Informed minority Invisible city RebelsVs Spies: Expanding the concept
  • 34. 34 At the beginning of a round the players gather together and choose a leader Invisible city RebelsVs Spies: Expanding the concept
  • 35. 35 A leader is elected who decides the missions for each player Invisible city RebelsVs Spies: Expanding the concept
  • 36. 36 The leader sends the missions to the players and becomes a normal player Some missions are critical, some are not If a critical mission fails, the round goes to the spies Invisible city RebelsVs Spies: Expanding the concept
  • 37. 37 Each player proceeds to find the location mentioned in the assigned mission Invisible city RebelsVs Spies: Expanding the concept
  • 38. 38 The players can choose to either succeed or fail Invisible city RebelsVs Spies: Expanding the concept
  • 39. 39 After completing the mission players proceeds to the location for the next round Invisible city RebelsVs Spies: Expanding the concept
  • 40. 40 Spatial expansion From the room →To the city Locations are spread out Players cannot observe each other Meaning and storyline is fragmented Situated play and contextual knowledge Incorporate contextual information Engagement through physical involvement Integrate a coherent narrative Invisible city RebelsVs Spies: Expanding the concept
  • 41. 41 Looking at the learning experience
  • 42. 42 Learning in “Who killed Hannae” Participants all enjoyed walking through the city of Aalborg; in fact current residents of Aalborg claimed that they had learned new things about their city. For example, the existence of theAalborg Convent, hidden near the central city shopping precinct, and its historical associations with the Danish resistance duringWorldWar II had not previously been known to any of the participants.” (Paay et al., 2008, p. 128).
  • 43. 43 Learning in Frequency 1550 • active experience of history through a location- based game adds to historical awareness, knowledge and appreciation of the city and its history (constructionist approach, Raessens, 2007) • [Akkerman, 09] observed that ... the city teams who enacted the story, were often distracted by all that was happening in real time in the street, so while trying to find their way through the city, searching for assignment locations and completing the assignments, students lost the sight of the overall structure of the game and its narrative and learning effect Raessens, J. (2007) Playing History: Reflections on Mobile and Location-Based Learning. pp. 200-217.
  • 44. 44 [ Extract 1 ] R. Did you learn something about the city that you didn’t know before playing the game? A:We didn’t know any of it…. it was all new. S:Yes, everything was new …. M: …. we walk every day by these sites but we had no idea of all these things about them Invisible cities: familiar places seen through a new perspective
  • 45. 45 [ Extract 2 ] R: So, what would you say that you learned? S.That the church of Pantocratoras was an ancient temple before. M: I was impressed with the information about the Mayor (information about an ex Mayor during the period 1949-1967) Historic layer
  • 46. 46 [ Extract 3 ] R: Do you think that the game would be useful for a visitor who doesn’t know the city? A:The game is not about “getting to know” the city, it is about “discovering the city”. The game is not designed for a visitor who wants to learn what the characteristic sites of this city are.The questions are about discovering the invisible city- things that were hidden and not obvious when you look at the buildings for example. Visitors vs locals learning
  • 47. 47 Selective attention [ Extract 4 ] R: Did you have the chance to look around when you were playing? K: I knew the surroundings more or less. ….
  • 48. 48 discussion Often Focus on factual information → game a vehicle for transferring new information to the player- Search for this information in an intriguing, engaging and pleasant way Is information all there is to learn about a city? Embodied experience Live the city through the game .. City narrative Balance is needed between overworking in “making” activities and reflection
  • 49. 49 … discussion • Fragmented experiences: in the context of this type of games places are treated as a bunch of disconnected and de- contextualized things (Klopfer et al., 2005) • Fun vs learn:The focus on the place and the mental riddles is the price the players have to “pay” in order for the fun to continue
  • 50. 50 Participation Citizen tiles / ZsolnayCultural Quarter, Pecs
  • 52. 52 Mission tasks may be contributed through a web site (e.g. a school teacher can design a specific version of the game for a school party) Contribution of facts, tasks, riddles by the citizens to be included into the game [Sintoris et al. 2011 ]
  • 54. 54 Ideas for participatory tasks • Stating preferences, voting on interesting objects, comments etc. • Tagging: unstructured text associated with objects • Debunking, criticizing: arguing against other peoples’ ideas, tags etc. • Recording personal stories: personal memories associated to a site • Linking objects or categorising: grouping of objects or associating them with themes (e.g. card sorting, cityscrabble)