Pervasive Games Deploying Digital Content into Everyday Life for Play, Participation and Profit David Fono Founder, Giant Dice www.giantdice.com
A Story Margaret’s Honey website gets “hacked” Interested visitors talk to Dana, the webmaster, about what’s going on Visitors find garbled “mayday” messages, fragments of a story in embedded code and corrupted images Ongoing blog/email contact with Dana, mysterious artificial intelligences deepen mystery
A Story, Cont.
A Story, Cont. Players come across puzzles hidden in the site, leading to more messages Players are lead to payphones across US Over 12 weeks thousands of players congregate at phones to hear story fragments, talk to an AI, and perform missions
A Question What’s the difference between a game and “real life”?
Pervasive Gaming Break / problematize the “magic circle” Spatial Temporal Social Simpler: “The world is the platform.”
The Spectrum of Pervasive Gaming cyberspace   in-between   meatspace also:
Interesting Numbers Tie-Ins / Marketing Art of the Heist: 45mil impressions The Beast: 1mil players I Love Bees: 2mil players Independent Chasing the Wish: 3k players MetaCortechs: 12k players Perplex City: 40k players
Play traditional  MMO
Pervasive Play Low production barrier Low entry barrier Dynamic Flexible
Why is this so important? Immersion Games for multitaskers Social capital (x2) Massively scaled collaboration True call-to-action The old becomes news
Trends Cross-media Participation Culture Collective Intelligence Public Space Activism Ubiquitous Computing Social Computing
Cross-Media
Cross-Media (Gary Hayes) “bathing the audience in a sea of your original inextricably linked content across continents of devices, letting them find their own path to live their own story” 1.0 - Pushed 2.0 - Extras 3.0 - Bridges 4.0 - Experiences
Participatory Culture
Participatory Culture
Participatory Culture More than half of all teens are media creators (Pew) This is a culture:  (Henry Jenkins, henryjenkins.org) 1. With relatively low barriers 2. With strong support for creating and sharing 3. With some type of informal mentorship 4. Where members believe that their contributions matter 5. Where members feel some degree of social connection with one another
Participatory Culture “ Scrap the focus groups, fire the cool chasers, and hire your audience.” Alex Wipperfurth
Collective Intelligence The network will “mobilize and coordinate the intelligence, experience, skills, wisdom, and imagination of humanity.”  (Pierre Levy)
Collective Intelligence
Collective Intelligence
Public Space Activism “ We are dedicated to protecting our shared common spaces from commercial influence and privatisation. While some see the streets as an untapped source of advertising revenue we see protected public spaces as a fundamental pillar of a healthy democracy. If only wealthy advertisers have access to our visual environment, then freedom of speech suffers in our city.” (Toronto Public Space Committee)
Public Space Activism (newmindspace.com)
Ubiquitous Computing “ The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”  (Mark Weiser)
Ubiquitous Computing
Social Computing “ Humans are fundamentally social creatures. From birth we orient to other people, and as we develop we acquire abilities for interacting with one another ranging from expression and gesture through spoken and written language. As adults, we are exquisitely sensitive to the actions and interactions of those around us.” (IBM Social Computing Research Group)
Social Computing
Applications Engagement Audience Customers Employees Taps current consumer behaviour Engenders a strong relationship Empowers participants
Applications Marketing Becoming virtually ubiquitous Highly memorable Gets you tons of buzz (even if it’s not that great) Audience becoming too cynical?
Applications Education / Training Bleeding edge Serious games point the way Develop real-world skills in real-world contexts Great for new media literacy, collaboration
Online Games
A Bunch of Words ARGs: Alternate Reality Games “ Help save the world, srsly” AREs: Alternate Reality Experiences “ Feel like you’re saving the world” 360 Campaigns / Extended Reality “ Enjoy the ride” Treasure Hunt Viral Marketing
Down the Rabbit Hole “ Alternate Reality Gaming (ARG) is a relatively new genre of games that encourages players (you!) to interact with a fictional world using the real world to do it.”  (ARG Quickstart Guide,  www.argitect.com ) A quick example: Email --> Website --> Hidden Number --> Live conversation!
Down the Rabbit Hole Key points through case studies For more info, check out the IGDA whitepaper (igda.org/arg)
Types of ARGs Promotional Grassroots Productized Single-Player Education / Training
A Promotional ARG The Beast By Microsoft, for A.I. The “first” ARG
The Beast
The Beast The Story Evan Chan was killed. Who, how, and why? Takes place in the future. Webpages http://bangaloreworldu-in.co.cloudmakers.org/ Phone Jeanine Salla’s voicemail Live calls to players Puzzles Simple: hidden text Complex: chemistry
The Beast The Curtain “ Not so much as a cough from whichever team is responsible for producing it (Evan Chan has a grandson called 'Lucas' who designs video games, so LucasArts is Netribution's guess)” This is Not a Game - performative suspension of disbelief The Community “ We've managed to keep this thing pretty well organised thanks to the hard work of a few individuals and a co-operative spirit… Personally, I hope we can keep this underground. We probably can't though. So, to all of us 'old timers' I say, be prepared for a flood of newbies.” Collective intelligence in action
Another Promotional ARG I Love Bees By 42 Entertainment, for Halo2 Rabbit Holes Halo 2 Trailer Funky packages:
I Love Bees The Story A weird AI has hacked into Dana’s aunt’s website. WTF? Players called to payphones across US Live events are big news Large part of story told through segments of radio play over payphones Storytelling through archaeology
I Love Bees
I Love Bees Not many puzzles at first, but added in due to fan response (e.g. killer.jpg) The game can improve on-the-fly Clever gameplay takes advantage of the particular media No blatant “Buy Halo 2 Message” Trust is important - the experience is paramount
A Grassroots ARG Chasing the Wish, Catching the Wish By Dave Szulborski The Story Dale Sprague is a web designer who lives in Aglaura, NJ along with an assortment of other characters. Dale has been having strange dreams, and bizarre phenomena are occurring around town. They need help.
Catching the Wish Heavily driven by dynamic character interaction ARGs easily do what videogames still dream about Run by a handful of people for about $1000 Agile development A lot of bang for your buck
Catching the Wish Various packages sent to players from characters, and purchased on eBay Players really get into games that cross traditional media boundaries
A Productized ARG Perplex City By Mind Candy The Story Perplex City has lost the Receda Cube. It’s somewhere on Earth, and they need your help to find it. The Product Puzzle Cards
Perplex City Mega-events… with helicopters! Spectacle is becoming a key element Competition Players get points for solving cards There’s a $200,000 prize at the end But there are still huge community resources where players help each other Competition and collaboration can live together (given the right conditions)
Perplex City Collaboration:
Who Wins?
Another Productized ARG Majestic By Electronic Arts Single player Subscription based The infamous catastrophic failure
Majestic Why did it fail? Ahead of its time Not enough content Arbitrary play-time limitations Developers scared off of subscription model for next decade
More Productized ARGs Cathy’s Book An ARG-in-a-book Edoc Laundry An ARG-in-a-T-Shirt-Line
An Educational ARG World Without Oil By various people Not your usual “game” “ What is your life like after the oil crash?”
World Without Oil Material packaged and distributed to schools With forethought, it is possible to have a lasting product Almost all content player-generated More evidence of incredible player dedication
When ARGs Go Wrong Underestimating the Difficulty Grassroots creators unprepared for unique demands of the genre Running the game is as much work (or more) as preparing it Professional creators underestimate the capability of the community to break the game Your game is going to break
When ARGs Go Wrong Drink Your Ovaltine Ethan Haas Was Right Fleshed out puzzle trail with websites, phone numbers, hand-delivered letters, a registration form and a countdown to the “next phase” The countdown ends… and it’s just an ad
When ARGs Go Wrong Poor expectations management Iris Microsoft’s Halo 3 promotion Much less intricate than I Love Bees, and riddled with technical problems
When ARGs Go Wrong
When ARGs Go Wrong Misunderstanding the Audience Save my Husband Mainstream competitive players confused by collaboration in ARG community Some mainstream players confused about fictitious nature of plot Golden Jigsaw Tried to shutdown player collaboration, provoking discontent
Nuts and Bolts Exposition Heavy narrative element compared to videogames Blogs (cheap and easy!) Websites (narrative landscape) Audio / video (nice reward) The world’s intrinsic weirdness Newspapers, TV, Movies, Posters, Skywriting…
Nuts and Bolts Interaction The defining characteristic? Chat (live / bot) Phone (live / message) Email (autoresponse / mass / conversation) Face-to-face interaction
Nuts and Bolts Challenges Puzzles Cryptography “ Hacking” Learning a system Etc. Games (easy to grok) Player Projects Social Engineering
The Audience Diverse demographics Community play www.unfiction.com Player-created resources Different levels of engagement Devotees Active Players Casual Players Curious Browsers
The Audience Different player types Character interactor Community support Information specialist Puzzle solver Reader Story hacker Story specialist
Challenges Plausible suspension of disbelief Respecting the audience Selecting / understanding the audience Dealing with the unexpected Managing expectations Preventing frustration Fostering accessibility & reusing content
Opportunities Incredibly dedicated fans An incredibly immersive experience Utterly remarkable collaboration A lot of buzz … for cheap!
Locative Games Big Games Urban Games Street Games Pervasive Games Mixed Reality Games “The world is a game board.”
What Are Locative Games Games that map a significant area of real-world space to game constructs Landscape Artifacts The space itself At least some players are within that space Technology not critical, but it can add tremendous value
Some Examples Cruel 2 B Kind Jane McGonigal & Ian Bogost http://www.current.tv/video/?id=25511301 Uncle Roy All Around You Blast Theory http://blasttheory.co.uk/bt/work_uncleroy.html
Big Games Doc What Are Big Games? http://video.google.com/videoplay?docid=1394867462119324238 Learning Skills Through Play http://video.google.com/videoplay?docid=-7206449325841236249 The Future of Big Games http://video.google.com/videoplay?docid=-2135527604136480712
How Are They Used? These are mostly experiments / art But there’s a few commercial games employee / client engagement And there’s the potential for localized marketing / tourism education / training
A Commercial Game Bot Fighters Fight with bots in your vicinity $70k / month!
An Engagement Game The Go Game Operates across the US, running games for: Team-building Conferences Special Events Basic mission structure
The Go Game
Deriving Design Principles Difficult, because few games have parameters for success But, we have some Facilitate performativity Use the space Use the people Allow flexibility Balance the technology Respect “outsiders”
Facilitate Performativity “Drop your pants and dance”
Facilitate Performativity Performing missions instead of making decisions Players as actors Designers as puppet masters The  illusion  of the puppet master creates immersivity The  reality  is that the players have control
Use the Space New York is not Sydney Challenge: reusing content
Use the People The people who play these games are generally pretty friendly
Allow Flexibility Reality intervenes Technology breaks You have no control Don’t panic!
Balance the Technology Too much mediation defeats the purpose What tech can do Gosh wow! aesthetics Local feedback Distance communication Leaving traces Props Technology should be transparent
Balance the Technology Your technology is too hard to use Test and iterate in real contexts Automation is tricky Design beautiful seams
Respect “Outsiders” People don’t like to be used, or to be threatened
Tools of the Trade Mobiles (Phone / SMS / MMS) Mobiles w/ Location Sensing Mobiles with Bluetooth Mobiles with the Web PSP / DS with Wifi Laptops with Wifi RFID Semacodes
Tools of the Trade Portable Sensors Fixed Sensors Misc. Props The World Actors MP3 Players Projectors Large Displays Digital Cameras
A Few More Games 3001 Mobiles, Projector Control an avatar to create collab. music
A Few More Games CollecTic PSP Collect resources from wifi points
A Few More Games Navball Mobiles w/ GPS Find the ball, line up to kick it and score
A Few More Games OMMRPG Mirrors and lasers! Place the mirrors and guide the laser
TorGame’s Waking City 2-week online/offline game w/ 120 paying players Websites, blogs, email, live theatrics, live games, puzzles, etc. Goals: build community, knowledge of Toronto  In between an ARG and a locative game The trailer http://youtube.com/watch?v=56uc1D_0VDw TV segment
Waking City: Day 1 Video Blog 1 http://youtube.com/watch?v=56uc1D_0VDw
Waking City: Day 2
Waking City: Days 3-6
Waking City: Day 7
Waking City: Day 8
Waking City: Days 9-11
Waking City: Days 12-13
Lessons Clear communication is important! So is clever crisis management You need to be open with your players There’s such a thing as too much fun Cross-media stories can be harder to follow Actors are more integral than usual Attrition is a reality
Successes Most players enjoyed the game Players reported an increased familiarity with the city Players formed new friendships Players indicated they would return to businesses they’d visited Plenty of buzz
Next Steps Further explore the online / offline hybrid Further explore urban engagement between players, the city, and local businesses
Questions?

Pervasive Game Workshop

  • 1.
    Pervasive Games DeployingDigital Content into Everyday Life for Play, Participation and Profit David Fono Founder, Giant Dice www.giantdice.com
  • 2.
    A Story Margaret’sHoney website gets “hacked” Interested visitors talk to Dana, the webmaster, about what’s going on Visitors find garbled “mayday” messages, fragments of a story in embedded code and corrupted images Ongoing blog/email contact with Dana, mysterious artificial intelligences deepen mystery
  • 3.
  • 4.
    A Story, Cont.Players come across puzzles hidden in the site, leading to more messages Players are lead to payphones across US Over 12 weeks thousands of players congregate at phones to hear story fragments, talk to an AI, and perform missions
  • 5.
    A Question What’sthe difference between a game and “real life”?
  • 6.
    Pervasive Gaming Break/ problematize the “magic circle” Spatial Temporal Social Simpler: “The world is the platform.”
  • 7.
    The Spectrum ofPervasive Gaming cyberspace in-between meatspace also:
  • 8.
    Interesting Numbers Tie-Ins/ Marketing Art of the Heist: 45mil impressions The Beast: 1mil players I Love Bees: 2mil players Independent Chasing the Wish: 3k players MetaCortechs: 12k players Perplex City: 40k players
  • 9.
  • 10.
    Pervasive Play Lowproduction barrier Low entry barrier Dynamic Flexible
  • 11.
    Why is thisso important? Immersion Games for multitaskers Social capital (x2) Massively scaled collaboration True call-to-action The old becomes news
  • 12.
    Trends Cross-media ParticipationCulture Collective Intelligence Public Space Activism Ubiquitous Computing Social Computing
  • 13.
  • 14.
    Cross-Media (Gary Hayes)“bathing the audience in a sea of your original inextricably linked content across continents of devices, letting them find their own path to live their own story” 1.0 - Pushed 2.0 - Extras 3.0 - Bridges 4.0 - Experiences
  • 15.
  • 16.
  • 17.
    Participatory Culture Morethan half of all teens are media creators (Pew) This is a culture: (Henry Jenkins, henryjenkins.org) 1. With relatively low barriers 2. With strong support for creating and sharing 3. With some type of informal mentorship 4. Where members believe that their contributions matter 5. Where members feel some degree of social connection with one another
  • 18.
    Participatory Culture “Scrap the focus groups, fire the cool chasers, and hire your audience.” Alex Wipperfurth
  • 19.
    Collective Intelligence Thenetwork will “mobilize and coordinate the intelligence, experience, skills, wisdom, and imagination of humanity.” (Pierre Levy)
  • 20.
  • 21.
  • 22.
    Public Space Activism“ We are dedicated to protecting our shared common spaces from commercial influence and privatisation. While some see the streets as an untapped source of advertising revenue we see protected public spaces as a fundamental pillar of a healthy democracy. If only wealthy advertisers have access to our visual environment, then freedom of speech suffers in our city.” (Toronto Public Space Committee)
  • 23.
    Public Space Activism(newmindspace.com)
  • 24.
    Ubiquitous Computing “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” (Mark Weiser)
  • 25.
  • 26.
    Social Computing “Humans are fundamentally social creatures. From birth we orient to other people, and as we develop we acquire abilities for interacting with one another ranging from expression and gesture through spoken and written language. As adults, we are exquisitely sensitive to the actions and interactions of those around us.” (IBM Social Computing Research Group)
  • 27.
  • 28.
    Applications Engagement AudienceCustomers Employees Taps current consumer behaviour Engenders a strong relationship Empowers participants
  • 29.
    Applications Marketing Becomingvirtually ubiquitous Highly memorable Gets you tons of buzz (even if it’s not that great) Audience becoming too cynical?
  • 30.
    Applications Education /Training Bleeding edge Serious games point the way Develop real-world skills in real-world contexts Great for new media literacy, collaboration
  • 31.
  • 32.
    A Bunch ofWords ARGs: Alternate Reality Games “ Help save the world, srsly” AREs: Alternate Reality Experiences “ Feel like you’re saving the world” 360 Campaigns / Extended Reality “ Enjoy the ride” Treasure Hunt Viral Marketing
  • 33.
    Down the RabbitHole “ Alternate Reality Gaming (ARG) is a relatively new genre of games that encourages players (you!) to interact with a fictional world using the real world to do it.” (ARG Quickstart Guide, www.argitect.com ) A quick example: Email --> Website --> Hidden Number --> Live conversation!
  • 34.
    Down the RabbitHole Key points through case studies For more info, check out the IGDA whitepaper (igda.org/arg)
  • 35.
    Types of ARGsPromotional Grassroots Productized Single-Player Education / Training
  • 36.
    A Promotional ARGThe Beast By Microsoft, for A.I. The “first” ARG
  • 37.
  • 38.
    The Beast TheStory Evan Chan was killed. Who, how, and why? Takes place in the future. Webpages http://bangaloreworldu-in.co.cloudmakers.org/ Phone Jeanine Salla’s voicemail Live calls to players Puzzles Simple: hidden text Complex: chemistry
  • 39.
    The Beast TheCurtain “ Not so much as a cough from whichever team is responsible for producing it (Evan Chan has a grandson called 'Lucas' who designs video games, so LucasArts is Netribution's guess)” This is Not a Game - performative suspension of disbelief The Community “ We've managed to keep this thing pretty well organised thanks to the hard work of a few individuals and a co-operative spirit… Personally, I hope we can keep this underground. We probably can't though. So, to all of us 'old timers' I say, be prepared for a flood of newbies.” Collective intelligence in action
  • 40.
    Another Promotional ARGI Love Bees By 42 Entertainment, for Halo2 Rabbit Holes Halo 2 Trailer Funky packages:
  • 41.
    I Love BeesThe Story A weird AI has hacked into Dana’s aunt’s website. WTF? Players called to payphones across US Live events are big news Large part of story told through segments of radio play over payphones Storytelling through archaeology
  • 42.
  • 43.
    I Love BeesNot many puzzles at first, but added in due to fan response (e.g. killer.jpg) The game can improve on-the-fly Clever gameplay takes advantage of the particular media No blatant “Buy Halo 2 Message” Trust is important - the experience is paramount
  • 44.
    A Grassroots ARGChasing the Wish, Catching the Wish By Dave Szulborski The Story Dale Sprague is a web designer who lives in Aglaura, NJ along with an assortment of other characters. Dale has been having strange dreams, and bizarre phenomena are occurring around town. They need help.
  • 45.
    Catching the WishHeavily driven by dynamic character interaction ARGs easily do what videogames still dream about Run by a handful of people for about $1000 Agile development A lot of bang for your buck
  • 46.
    Catching the WishVarious packages sent to players from characters, and purchased on eBay Players really get into games that cross traditional media boundaries
  • 47.
    A Productized ARGPerplex City By Mind Candy The Story Perplex City has lost the Receda Cube. It’s somewhere on Earth, and they need your help to find it. The Product Puzzle Cards
  • 48.
    Perplex City Mega-events…with helicopters! Spectacle is becoming a key element Competition Players get points for solving cards There’s a $200,000 prize at the end But there are still huge community resources where players help each other Competition and collaboration can live together (given the right conditions)
  • 49.
  • 50.
  • 51.
    Another Productized ARGMajestic By Electronic Arts Single player Subscription based The infamous catastrophic failure
  • 52.
    Majestic Why didit fail? Ahead of its time Not enough content Arbitrary play-time limitations Developers scared off of subscription model for next decade
  • 53.
    More Productized ARGsCathy’s Book An ARG-in-a-book Edoc Laundry An ARG-in-a-T-Shirt-Line
  • 54.
    An Educational ARGWorld Without Oil By various people Not your usual “game” “ What is your life like after the oil crash?”
  • 55.
    World Without OilMaterial packaged and distributed to schools With forethought, it is possible to have a lasting product Almost all content player-generated More evidence of incredible player dedication
  • 56.
    When ARGs GoWrong Underestimating the Difficulty Grassroots creators unprepared for unique demands of the genre Running the game is as much work (or more) as preparing it Professional creators underestimate the capability of the community to break the game Your game is going to break
  • 57.
    When ARGs GoWrong Drink Your Ovaltine Ethan Haas Was Right Fleshed out puzzle trail with websites, phone numbers, hand-delivered letters, a registration form and a countdown to the “next phase” The countdown ends… and it’s just an ad
  • 58.
    When ARGs GoWrong Poor expectations management Iris Microsoft’s Halo 3 promotion Much less intricate than I Love Bees, and riddled with technical problems
  • 59.
  • 60.
    When ARGs GoWrong Misunderstanding the Audience Save my Husband Mainstream competitive players confused by collaboration in ARG community Some mainstream players confused about fictitious nature of plot Golden Jigsaw Tried to shutdown player collaboration, provoking discontent
  • 61.
    Nuts and BoltsExposition Heavy narrative element compared to videogames Blogs (cheap and easy!) Websites (narrative landscape) Audio / video (nice reward) The world’s intrinsic weirdness Newspapers, TV, Movies, Posters, Skywriting…
  • 62.
    Nuts and BoltsInteraction The defining characteristic? Chat (live / bot) Phone (live / message) Email (autoresponse / mass / conversation) Face-to-face interaction
  • 63.
    Nuts and BoltsChallenges Puzzles Cryptography “ Hacking” Learning a system Etc. Games (easy to grok) Player Projects Social Engineering
  • 64.
    The Audience Diversedemographics Community play www.unfiction.com Player-created resources Different levels of engagement Devotees Active Players Casual Players Curious Browsers
  • 65.
    The Audience Differentplayer types Character interactor Community support Information specialist Puzzle solver Reader Story hacker Story specialist
  • 66.
    Challenges Plausible suspensionof disbelief Respecting the audience Selecting / understanding the audience Dealing with the unexpected Managing expectations Preventing frustration Fostering accessibility & reusing content
  • 67.
    Opportunities Incredibly dedicatedfans An incredibly immersive experience Utterly remarkable collaboration A lot of buzz … for cheap!
  • 68.
    Locative Games BigGames Urban Games Street Games Pervasive Games Mixed Reality Games “The world is a game board.”
  • 69.
    What Are LocativeGames Games that map a significant area of real-world space to game constructs Landscape Artifacts The space itself At least some players are within that space Technology not critical, but it can add tremendous value
  • 70.
    Some Examples Cruel2 B Kind Jane McGonigal & Ian Bogost http://www.current.tv/video/?id=25511301 Uncle Roy All Around You Blast Theory http://blasttheory.co.uk/bt/work_uncleroy.html
  • 71.
    Big Games DocWhat Are Big Games? http://video.google.com/videoplay?docid=1394867462119324238 Learning Skills Through Play http://video.google.com/videoplay?docid=-7206449325841236249 The Future of Big Games http://video.google.com/videoplay?docid=-2135527604136480712
  • 72.
    How Are TheyUsed? These are mostly experiments / art But there’s a few commercial games employee / client engagement And there’s the potential for localized marketing / tourism education / training
  • 73.
    A Commercial GameBot Fighters Fight with bots in your vicinity $70k / month!
  • 74.
    An Engagement GameThe Go Game Operates across the US, running games for: Team-building Conferences Special Events Basic mission structure
  • 75.
  • 76.
    Deriving Design PrinciplesDifficult, because few games have parameters for success But, we have some Facilitate performativity Use the space Use the people Allow flexibility Balance the technology Respect “outsiders”
  • 77.
    Facilitate Performativity “Dropyour pants and dance”
  • 78.
    Facilitate Performativity Performingmissions instead of making decisions Players as actors Designers as puppet masters The illusion of the puppet master creates immersivity The reality is that the players have control
  • 79.
    Use the SpaceNew York is not Sydney Challenge: reusing content
  • 80.
    Use the PeopleThe people who play these games are generally pretty friendly
  • 81.
    Allow Flexibility Realityintervenes Technology breaks You have no control Don’t panic!
  • 82.
    Balance the TechnologyToo much mediation defeats the purpose What tech can do Gosh wow! aesthetics Local feedback Distance communication Leaving traces Props Technology should be transparent
  • 83.
    Balance the TechnologyYour technology is too hard to use Test and iterate in real contexts Automation is tricky Design beautiful seams
  • 84.
    Respect “Outsiders” Peopledon’t like to be used, or to be threatened
  • 85.
    Tools of theTrade Mobiles (Phone / SMS / MMS) Mobiles w/ Location Sensing Mobiles with Bluetooth Mobiles with the Web PSP / DS with Wifi Laptops with Wifi RFID Semacodes
  • 86.
    Tools of theTrade Portable Sensors Fixed Sensors Misc. Props The World Actors MP3 Players Projectors Large Displays Digital Cameras
  • 87.
    A Few MoreGames 3001 Mobiles, Projector Control an avatar to create collab. music
  • 88.
    A Few MoreGames CollecTic PSP Collect resources from wifi points
  • 89.
    A Few MoreGames Navball Mobiles w/ GPS Find the ball, line up to kick it and score
  • 90.
    A Few MoreGames OMMRPG Mirrors and lasers! Place the mirrors and guide the laser
  • 91.
    TorGame’s Waking City2-week online/offline game w/ 120 paying players Websites, blogs, email, live theatrics, live games, puzzles, etc. Goals: build community, knowledge of Toronto In between an ARG and a locative game The trailer http://youtube.com/watch?v=56uc1D_0VDw TV segment
  • 92.
    Waking City: Day1 Video Blog 1 http://youtube.com/watch?v=56uc1D_0VDw
  • 93.
  • 94.
  • 95.
  • 96.
  • 97.
  • 98.
  • 99.
    Lessons Clear communicationis important! So is clever crisis management You need to be open with your players There’s such a thing as too much fun Cross-media stories can be harder to follow Actors are more integral than usual Attrition is a reality
  • 100.
    Successes Most playersenjoyed the game Players reported an increased familiarity with the city Players formed new friendships Players indicated they would return to businesses they’d visited Plenty of buzz
  • 101.
    Next Steps Furtherexplore the online / offline hybrid Further explore urban engagement between players, the city, and local businesses
  • 102.